John Peterson
ef2e0a87d0
Adding option to save and load state by timestamp
...
Load by timestamp: load last state is expanded from 1 to 8 actions, for newest to oldest state
Save by timestamp: overwrite the oldest state (or use an empty slot if available)
Adding remaining hardcoded state keys to hotkey dialog
Adding a program exit hotkey
2013-04-30 04:13:55 +02:00
NeoBrainX
76a316ffab
Don't exit when bluetooth support is not available on Windows.
...
Fixes running Dolphin in Wine and on regular Windows setups where bthprops.cpl is not available.
Fixes issue 6283.
2013-04-29 21:32:13 +02:00
NeoBrainX
9cb263ad48
PixelShaderGen: Set some uid fields that I missed before.
2013-04-29 21:19:48 +02:00
NeoBrainX
02afec5076
Polish shader uid checking.
2013-04-29 21:00:39 +02:00
NeoBrainX
77dae3496a
PixelShaderGen: Cleanups.
2013-04-29 19:52:12 +02:00
NeoBrainX
adab4e37f7
Fix some mistakes from the master merge; some cleanups.
2013-04-29 19:37:32 +02:00
John Peterson
8dbe236606
Fixing or disabling the "Download Codes (WiiRD Database)" button problem
...
The "Download Codes (WiiRD Database)" button is enabled (and its click return silently without an effect) when "Tools → Cheats Manager" is opened when there's a running emulation for which there's no "[Gecko]" ini section, confusing the user about the reason for not downloading codes or showing an error when there's no running emulation
Solution
when there's a running emulation: fix the button
when there's no running emulation: disable the button (to indicate to the user that this button must be clicked elsewhere, in the ISO settings dialog, the user will realise or remember)
2013-04-29 12:00:23 -04:00
Glenn Rice
4f5832827e
Merge branch 'fix-linux-win-resize'
2013-04-26 12:04:09 -05:00
Glenn Rice
2c8c6304d7
Make sure the EGL evdpy is closed.
2013-04-26 11:35:42 -05:00
Glenn Rice
1666e091ef
Make EGL and X11 dpy/evdpy usage consistent. EGL needs testing.
2013-04-26 10:53:46 -05:00
Rachel Bryk
5afceca7a1
Apparently we can't trust m_strVideoBackend on osx.
2013-04-26 02:47:49 -04:00
Glenn Rice
03dfe7b816
The evdpy should be used for the X11 window creation and in the event
...
thread. dpy should only be used for GL.
2013-04-25 23:41:45 -05:00
Rachel Bryk
3b732f695d
Show video backend and audio engine in title bar.
...
Fixes issue 6276.
2013-04-25 19:59:08 -04:00
NeoBrainX
5e6b712651
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/BPMemory.h
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
2013-04-25 14:05:54 +02:00
NeoBrainX
eef95fa4c5
ShaderGenCommon: Adding documentation.
2013-04-25 13:30:41 +02:00
Matthew Parlane
d18b71ccf9
Back to broken ES_launch but 4 wiimotes working.
2013-04-25 15:28:42 +12:00
Matthew Parlane
7c50ac931d
Update before enqueue.
2013-04-25 14:37:12 +12:00
Matthew Parlane
a2b543d47f
request_queue may not have anything in it on return from ExecuteCommand
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i.e. when calling ES_Launch and everything is reset.
Don't call Update after queuing a request.
2013-04-25 14:24:05 +12:00
degasus
673d256f45
glew1.8 debug build fix
2013-04-24 16:24:55 +02:00
Ryan Houdek
87331fcef5
Change Android project name to dolphin emulator
2013-04-24 09:00:14 -05:00
Lioncash
9ee3a30878
Remove something that slipped through the last commit.
...
Don't even know why that was there.
2013-04-24 09:55:12 -04:00
Lioncash
bd284f1468
[Android] WINDOW_SERVICE should be accessed statically.
...
(it's a static final variable in the Context class, so... yeah).
2013-04-24 09:48:11 -04:00
Matthew Parlane
62ebfa0a78
Probably breaks a "fixed" issue..
2013-04-25 01:39:33 +12:00
Lioncash
8da425b008
Formatting cleanup for VideoCommon.
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Block braces on new lines.
Also killed off trailing whitespace and dangling elses.
Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
2013-04-24 09:21:54 -04:00
Matthew Parlane
c118c71eac
ES needs to handle it's own reply.
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pDevice was being used after free otherwise.
2013-04-25 01:11:36 +12:00
degasus
4a48485482
Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.""
...
This reverts commit 8b7141d3de
.
GLSL120 can't handle integer attributes :-(
2013-04-24 03:03:52 +02:00
Ryan Houdek
1b76655312
Missed a few asset copies
2013-04-23 14:27:50 -05:00
Ryan Houdek
bd72e13dd4
Generally make the Android UI better.
2013-04-23 14:27:49 -05:00
Ryan Houdek
f28efc24eb
Have our EGL interface use our logging functions.
2013-04-23 14:27:49 -05:00
Glenn Rice
9a50d055a1
Add Swedish translations.
2013-04-23 06:44:33 -05:00
Lioncash
e3e818f83c
Fix parameter naming in DSPEmulator.h. Should be "HLE" in CreateDSPEmulator's prototype, not "LLE".
2013-04-23 07:21:48 -04:00
Pierre
9a8dd7963e
Merge branch 'dspjit'
...
Conflicts:
Source/Core/Core/Src/DSP/Jit/DSPJitExtOps.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitMisc.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitRegCache.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitUtil.cpp
2013-04-21 12:29:18 +02:00
Ryan Houdek
9720d6b418
Allow runtime setting of fastmem in ARM and disable since it seems to be causing issues again. Cortex-A9 only?
2013-04-20 17:36:49 +00:00
Ryan Houdek
05eda7b0c1
Fix a build issue with options -DUSE_EGL=True -DUSE_GLES=True
2013-04-20 17:19:22 +00:00
Ryan Houdek
0973d503ef
Fix making the config directory so copying over assets won't fail.
2013-04-20 12:11:58 -05:00
Ryan Houdek
b47915d1e4
Enforce landscape view since rotations cause huge issues atm.
2013-04-19 09:44:38 -05:00
lioncash
d244bca1f5
Fix a bunch of random typos in comments and logging.
...
Also update the comment headers for two functions in GCMemcard.cpp.
2013-04-19 09:21:45 -04:00
Ryan Houdek
47f1505499
Add a fastmem option for enabling and disabling fastmem at runtime.
2013-04-19 07:50:33 -05:00
Ryan Houdek
bf5a046b82
Update the ant files to build the APK from terminal
2013-04-18 23:26:00 -05:00
Ryan Houdek
b429cb86aa
Update AndroidManifest to v0.2
2013-04-18 22:53:13 -05:00
Ryan Houdek
491ffabb56
Android Clang doesn't support TLS, so do the same thing as OSX.
2013-04-18 22:52:53 -05:00
Ryan Houdek
f811d11863
Fix clang building the std headers.
2013-04-18 22:52:05 -05:00
Ryan Houdek
d68955c539
Clang uses __clear_cache instead of __builtin___clear_cache like GCC
2013-04-18 22:50:58 -05:00
Ryan Houdek
d524781657
Adjust some files being built or not to fix clang on Android.
2013-04-18 22:50:03 -05:00
skidau
3a6492d3a9
Tweaked the aram dma exception timing to fix the hang that occurred in Viewtiful Joe.
2013-04-18 23:11:18 +10:00
Lioncash
e2ae73ba39
Lastly - new license header introduced to main Dolphin project. All done now.
2013-04-17 23:43:35 -04:00
Lioncash
e78d99e5c1
New license header introduced to all Video based projects.
2013-04-17 23:29:41 -04:00
Lioncash
bab9963b00
New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects.
2013-04-17 23:09:55 -04:00
Lioncash
ec10622425
New license header introduced to the Core project.
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Also, remove DolLoader.h, it doesn't have any use. Boot_DOL.cpp/.h supercedes it.
2013-04-17 22:43:11 -04:00
John Chadwick
1e6dacf1e4
Make dolphin aware of disc revision numbers. Display them under game properties and use them in netplay.
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Patch by johnwchadwick.
Fixed issue 6243.
2013-04-16 22:39:05 -05:00
Lioncash
2316cb6876
Remove all tab/space mismatches from the Core project. For anyone working on a branch that heavily involves the core, I am so sorry.
...
- Also killed off some trailing spaces/tabs.
- Updated the license header to be consistent with the rest of the project (All projects are now done moving over to this)
- Also, killed some dangling else's (where appropriate)
Now all the tab fixing is done. No more of this crap should be needed to be pushed. Rejoice!
2013-04-16 23:14:36 -04:00
skidau
f498686289
Merge branch 'VBeam-fix'
...
* VBeam-fix:
Renamed the VBeam variable for clarity.
Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing. Fixed VBeam emulation in progressive scan mode. Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
2013-04-16 21:21:40 +10:00
skidau
71828e02f7
Renamed the VBeam variable for clarity.
2013-04-16 21:18:53 +10:00
lioncash
8bb845e646
Buildfix for the last commit.
2013-04-15 16:40:48 -04:00
lioncash
ef85b9af45
Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
...
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
2013-04-15 16:28:55 -04:00
skidau
61c11284ea
Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing.
...
Fixed VBeam emulation in progressive scan mode.
Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
2013-04-15 20:23:25 +10:00
Lioncash
a44fb7bdd0
Android Related - A tiny simplification/readability change for NativeListView.
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In this case, contains functions pretty much the same way, just more readable.
2013-04-15 00:52:43 -04:00
Ryan Houdek
7772f0d071
Merge branch 'Android-trash' since it is no longer quite so trashy.
2013-04-14 23:36:00 -05:00
Ryan Houdek
44bbb54a62
Add a Androind ControllerInterface class for allowing input in a non-hacky way. Add a default GCPad.ini file so it actually works.
2013-04-14 23:02:53 -05:00
Lioncash
8a9fcd3014
Kill off dangling else's in the InputCommon project.
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Some indentations were also too far for some things. Fixed this.
Also update the license header to show Git instead of SVN.
Got rid of some trailing spaces/tabs too.
2013-04-14 22:53:10 -04:00
Ryan Houdek
37b67971e7
Merge remote-tracking branch 'origin/master' into Android-trash
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Conflicts:
Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
2013-04-14 20:43:42 -05:00
Ryan Houdek
bde7ea00ef
Removes the Java ButtonManager for one in the C++ source so the OSD class can call in to it each frame for drawing the buttons. Copy our assets to the dolphin-emu directory for now. Remove NativeRenderer, ButtonManager, and Button Java classes since they aren't used anymore. Buttons A, B, and Start all work and are drawn on screen now. Button input on Android is still a bit hacky, needs a proper controller interface still. Android specific button drawing code is still hanging out in SWRenderer.cpp
2013-04-14 20:39:56 -05:00
Pierre
7768b6f960
DSPJIT: Fix movToHostReg usage
2013-04-14 13:34:29 +02:00
Pierre
9299026572
DSP: fix for interpreter, jit ADDP
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should probably use carry, not carry2
2013-04-14 13:34:29 +02:00
Pierre
5cbe75b389
DSPJIT: fix increase/decrease_addr_reg to match interpreter again
2013-04-14 13:34:29 +02:00
Pierre
d3de29c673
DSPJit: fix bug in DSPJitRegCache::getXReg
2013-04-14 13:34:29 +02:00
Pierre
6b5b8ab5be
Implement and use MOVZX(64, 32,...)
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Probably better to keep that same-register-MOV assert useful. Also,
explicit type extension documents whats happening.
Internally, this boils down to the original MOV, but without the assert.
2013-04-14 13:34:29 +02:00
Pierre
701b5916ab
Revert "In memory of calc84."
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This reverts commit 539bf405f2
.
2013-04-14 13:34:29 +02:00
Pierre
9c1d18a14c
DSP/Jit: Some small optimizations to lsrn emitter
2013-04-14 13:34:29 +02:00
Pierre
6873443a9a
DSPJIT: RegCache: Fix writing immediates to guest registers
2013-04-14 13:34:29 +02:00
Pierre
5440ddde14
DSP: regcache: Synch host regs back to previous state
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only if we are told to not emit the fixup to get it to that state
2013-04-14 13:34:28 +02:00
Pierre
a902c720e0
DSP/Jit: Fold the test for ACMx into dsp_op_read_reg()
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adds a new dsp_op_read_reg_dont_saturate for the few cases where
saturation is not appropriate
2013-04-14 13:32:13 +02:00
Pierre
54f3828555
DSPLLE: Move a bunch of helper functions from DSPJitMisc.cpp to DSPJitUtil.cpp
2013-04-14 12:05:03 +02:00
Lioncash
b91930a2d4
Really minor LogInfo consistency fix in ActionReplay.cpp.
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All the other [bit size] Write LogInfo calls had a hyphen in the text.
2013-04-14 00:17:22 -04:00
Lioncash
7ab0cca645
Clean up most (99.99%) of the tab/space mismatches in the VideoSoftware project.
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Got rid of trailing spaces that were unnecessary too.
Also update the license header for this project. We don't use SVN anymore.
2013-04-13 23:54:02 -04:00
Ryan Houdek
24347e5176
Get latest android cmake to support NDK 8e
2013-04-13 15:09:05 -05:00
Ryan Houdek
605bbf5ca8
Merge remote-tracking branch 'origin/master' into Android-trash
2013-04-13 00:58:37 -05:00
Ryan Houdek
48927c17d2
Good job Windows. Stop choosing the same names as I do.
2013-04-13 00:54:11 -05:00
Ryan Houdek
39a7096711
Extend our OSD class to support callbacks on init, onframe, and shutdown.
2013-04-13 00:48:53 -05:00
Ryan Houdek
ccf1cee203
Implement a few more store instructions on ARM
2013-04-13 05:02:27 +00:00
Ryan Houdek
62adcaf552
Fix fastmem on ARM
2013-04-12 20:19:42 +00:00
Ryan Houdek
6d9c0c8863
Merge in latest changes to ArmEmitter from the PPSSPP crew. Should fix the dumb random crashes I had from IOS icache clearing not initializing a value.
2013-04-12 11:59:19 -05:00
parlane
2c722bb04f
GOOGLE CODE, STOP BEING CRAP please :(
2013-04-12 02:46:30 +00:00
parlane
71a1ae3a16
Make debug builds use unicode, not multibyte.
2013-04-12 02:44:48 +00:00
skidau
ef4d59a21e
Refactored the SystemTimers to allow for per-UCode timing. Fixes issue 6237.
2013-04-12 12:08:05 +10:00
degasus
addd3926d9
ogl: remove GL_TRIANGLE_FAN on utils rendering
...
wtf have I done? fans aren't supported well on hardware
2013-04-11 16:27:32 +02:00
degasus
7e630ba920
Merge branch 'primitive_restart'
2013-04-11 14:01:58 +02:00
degasus
3c87512180
ogl: fix single core crash
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osx is missing, sorry but I'm too stupid for objective-c
2013-04-11 03:32:07 +02:00
NeoBrainX
7480f5dfd6
ShaderGenCommon: Clean up.
2013-04-10 14:55:46 +02:00
NeoBrainX
6af14bd4ce
DolphinWX: Fail less at explaining what framelimit is doing.
2013-04-10 12:52:13 +00:00
NeoBrainX
e7a5847c30
ShaderGen: Build fix.
2013-04-10 14:44:09 +02:00
NeoBrainX
abde070f63
LightingShaderGen: Use a float4 array for lights instead of a struct (uniform management in the non-UBO path is a mess otherwise).
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Also fix a small bug (cf. revision 154c533e76
).
2013-04-10 14:25:18 +02:00
degasus
26b428539a
small cleanup suggested by neobrain
2013-04-10 14:12:35 +02:00
NeoBrainX
154c533e76
VertexShaderGen: Fix a small GLSL regression in emboss mapping.
2013-04-10 11:44:49 +00:00
NeoBrainX
fab4f1d0a5
LightingShaderGen: Improve code flexibility.
2013-04-10 13:38:31 +02:00
degasus
b9ba82ec03
proper ogl primitive restart code
2013-04-10 12:58:52 +02:00
NeoBrainX
31d2cab8d3
Add ShaderGenCommon to vcproj file list.
2013-04-10 12:55:42 +02:00
NeoBrainX
ec08914905
Move Shader UID mismatch checking to VideoCommon.
2013-04-10 12:54:22 +02:00
degasus
1aa10b579a
fix triangle_fan size calculation
...
wasn't updated for the new primitive restart implementation
2013-04-10 12:45:44 +02:00
degasus
a6412f7bd4
render a triangle for a 3 vertice quad
...
fix issue 6214
2013-04-10 12:36:59 +02:00
NeoBrainX
ec5f596b31
VertexShaderGen: More per-pixel-lighting fixes.
2013-04-10 12:17:28 +02:00
Jordan Woyak
b30c5b0048
NetPlay: Updated the "Alert" text. Removed the "?" button as it was useless. Sorted the game lists. Made wider the player list.
2013-04-09 22:04:55 -05:00
Jordan Woyak
385d8e2b15
ChunkFile has allowed me to accidentally "Do" a non-POD for the last time!
2013-04-09 19:02:22 -05:00
Jordan Woyak
5c374b2718
Update iso file cache version.
2013-04-09 13:04:23 -05:00
Jordan Woyak
98d35e590e
Fixed split WBFS file size display. (probably)
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Fixed issue 6222.
2013-04-09 12:58:56 -05:00
Jordan Woyak
018282c2b9
Track the real wiimote rumble state to drop outgoing rumble reports with no effect.
...
This eliminates constant streams of reports in various games that constantly send audio reports. (Just Dance 2, DKCR, etc.)
(Speaker data reports are converted to rumble reports when speaker data is disabled.)
2013-04-08 18:50:42 -05:00
degasus
b0108631f6
use templates for primitive restart
2013-04-08 19:39:43 +02:00
degasus
4dca133745
small cleanups
2013-04-08 17:58:23 +02:00
degasus
80b56ddd17
convert triangle_fan to triangle_strip
2013-04-08 17:22:16 +02:00
degasus
cf98ef8cf3
enable primitive restart on dx11
2013-04-08 16:34:47 +02:00
degasus
702198f39b
Merge branch 'master' into primitive_restart
...
Conflicts:
Source/Core/VideoCommon/Src/VideoConfig.h
Source/Plugins/Plugin_VideoDX9/Src/main.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2013-04-08 15:57:51 +02:00
degasus
4c40e70b8a
ogl: support glsl120
2013-04-08 14:50:58 +02:00
degasus
3897e1959e
ogl: one framebuffer per efb2tex texture
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suggestion from nvidia/valve. let's see if it helps
2013-04-08 14:36:58 +02:00
Rachel Bryk
deece78e19
Seriously, someone kill me.
2013-04-08 03:11:45 -04:00
Rachel Bryk
48f3e962d6
Kill me now.
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Fixes issue 6227.
2013-04-08 03:05:12 -04:00
Lioncash
3ed0a96367
Remove an extraneous comment indicator from DebuggerPanel.cpp in DolphinWX.
...
Was asked to remove it, so... yeah.
2013-04-08 01:47:51 -04:00
Lioncash
1db10b139c
Remove all tab/space mismatches from the DolphinWX project (at least 99%. I promise!)
...
Also fix up the dangling else's. Shit just looks incredibly ugly in terms of actual structure in the code.
I took the liberty of adding comments in FifoPlayerDlg.cpp, LogConfigWindow.cpp, LogWindow.cpp, and FrameAui.cpp to better explain some things.
If any comments are wrong, don't hesitate to complain.
2013-04-08 01:16:50 -04:00
NeoBrainX
5b2d9a7d9f
Rename the "Disable Dest. Alpha Pass" option to "Disable Destination Alpha" (GUI-only).
2013-04-07 21:41:25 +00:00
Lioncash
195336021f
Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
...
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.
See VertexShaderManager.cpp for a logging typo fix.
See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.
See SWVertexLoader.cpp for a typo fix of an assert message.
Should slightly improve the readability of some of those files.
2013-04-07 17:11:29 -04:00
Jordan Woyak
42e97e462c
Look for wiimotes when "Continuous Scanning" is enabled even if a device using the MS stack is not found.
...
Fixed issue 6215.
2013-04-07 14:21:20 -05:00
Pierre Bourdon
0ca7ea6c3f
D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)
2013-04-07 20:58:48 +02:00
John Chadwick
8ce0d43717
Allow enabling memory card writes for netplay clients, instead of just the server.
2013-04-07 13:04:44 -04:00
John Chadwick
c7abf7e8d2
Allow disabling memory card writes in netplay.
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Fixes issue 6217.
2013-04-07 12:18:07 -04:00
NeoBrainX
5f32febcf3
Apply re07a91930df0 to the software renderer.
2013-04-07 16:54:22 +02:00
skidau
b76c7cf4f3
Bumped up the LLE period to 12600 as it seemed to be a bit more stable.
2013-04-07 21:44:44 +10:00
skidau
52053f5d95
Forced an exception check after an interrupt is generated by the DSP. Changed the timing back to 3ms/5ms periods, fixing the slowdown and garbled AX audio.
...
Fixed Accurate VBeam emulation when DSP HLE audio is being used.
2013-04-07 16:27:46 +10:00
Jordan Woyak
53368823cb
Merge branch 'real-wiimote-minor-fixes'
2013-04-06 16:57:55 -05:00
skidau
8a2109691a
Quick fix to get Zelda: Wind Waker booting again.
2013-04-07 07:18:28 +10:00
skidau
ecb4337209
Made the timing consistent between DSP HLE and DSP LLE. Fixes Lost Kingdoms II in DSP HLE mode.
2013-04-06 20:26:43 +11:00
Rachel Bryk
4d81e0739d
Use an enum for efb scale values.
2013-04-06 01:49:13 -04:00
Jordan Woyak
c32e2f33ac
Fix IORead return off-by-one error in Windows real wiimote code.
2013-04-05 21:45:35 -05:00
Jordan Woyak
3c8477df03
Real Wiimotes: Invalidate last data report when any non-data input reports comes in.
2013-04-05 21:10:36 -05:00
skidau
518e7a7635
Adjusted the ARAM DMA transfer size again. Fixes the audio in the Sonic Mega Collection games.
2013-04-06 11:52:00 +11:00
Rachel Bryk
ee163d1e49
Someone take my commit rights away.
2013-04-05 17:26:56 -04:00
Rachel Bryk
6a5a522bba
Hastily committing untested code without making sure i didn't miss anything first? I would never!
2013-04-05 17:20:34 -04:00
Rachel Bryk
e531970052
Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.
...
Fixes issue 6210.
2013-04-05 17:13:48 -04:00
degasus
3e8ba3f3e8
fix msaa detection
2013-04-05 07:08:32 +02:00
Jordan Woyak
ceebed9268
Apply changes to Windows real wiimote code as suggested by bughunter2.
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Fixed issue 6071.
2013-04-04 21:46:00 -05:00
Jordan Woyak
f8e52bd83a
Eliminate some redundant constants.
2013-04-04 19:46:42 -05:00
Jordan Woyak
71f4bf25a7
Make FifoQueue take advantage of rvalue references to avoid std::vector copies.
2013-04-04 19:34:50 -05:00
Jordan Woyak
99da297951
Fix minor issue with real wiimote data report handling.
2013-04-04 19:34:00 -05:00
degasus
a2ebb2b324
ogl: remove "Missing Extension" from osd
...
I think it was the best place, but I can't see "this issue is because of ..." any more
2013-04-04 18:55:37 +02:00
Rodolfo Bogado
d032f3fd79
Fix for the hang after close caused by my previews perf queries commit.
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Sorry for that.
fix issue 6205
2013-04-04 12:53:06 -03:00
degasus
e11f5630b1
OGL: use GLEW_ARB_debug_output in debug builds
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should also be used in normal build, but as our ubo "workaround" throws too much errors, it's disabled atm
2013-04-04 17:37:16 +02:00
lioncash
a7c05dc922
Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp
2013-04-04 09:32:28 -04:00
skidau
aaf6c3b753
Forced the exception check when the ARAM DMA transfer is between 32 and 320 blocks in size. Fixes Lost Kingdoms II.
2013-04-04 22:38:39 +11:00
Grant Paul
39965e894d
Add native fullscreen support for OS X.
2013-04-03 21:20:43 -07:00
Grant Paul
9f8841e960
Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."
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This reverts commit 61c327ba8b
.
2013-04-03 21:17:09 -07:00
Rodolfo Bogado
0c4713a152
ups missing file for my last commit sorry
2013-04-03 19:56:35 -03:00
Rodolfo Bogado
c4bc20b4d9
Adds support for PE performance metrics in the D3D9 backend
2013-04-03 19:53:48 -03:00
Ryan Houdek
d06379fc59
Fix 32bit Linux. GCC's lrotl/lrotr instrinsic functions are 32bit when building for 32bit, we require 64bit at all times, so keep using our own instead.
2013-04-03 12:43:17 -05:00
NeoBrainX
61c327ba8b
D3D11: Fix glitched polygon edges when MSAA is enabled.
2013-04-03 18:56:33 +02:00
Ryan Houdek
b5676fe82b
Fix GCC 4.8 compiling. GCC 4.8 now defines _rotl/_rotr/_lrotl/_lrotr.
2013-04-03 10:52:26 -05:00
Glenn Rice
3fdc46877a
Make the GUI show a translated "No audio output" sound backend string.
2013-04-03 09:22:39 -05:00
Ryan Houdek
1dd1ebb8bd
Fix ARM building.
2013-04-03 05:20:41 +00:00
Glenn Rice
6371a6f15d
Fix some more strings for translation, and update the catalog.
2013-04-02 17:44:27 -05:00
Jordan Woyak
92e82a4160
Suppress warnings.
2013-04-02 15:02:02 -05:00
Pierre Bourdon
27e08f66b5
Fix build on OS X
2013-04-02 21:15:04 +02:00
Pierre Bourdon
eb06c62a6e
Merge branch 'new-ax-hle'
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GC and Wii games using the AX UCode should now work almost perfectly with DSP
HLE. If you get any issue, make sure the "DSP on dedicated thread" option is
disabled, and try setting framelimit to "Audio".
As a side effect, DSP HLE should not desync anymore (making it usable in
netplay and TAS) with AX games.
Conflicts:
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
2013-04-02 21:00:44 +02:00
Pierre Bourdon
9860137291
Initialize the audiocommon mixer on the first write to DSPCR, even if DSP is not enabled. Fixes issue 6192.
2013-04-02 20:42:07 +02:00
Jordan Woyak
d951c4c374
real buildfix
2013-04-02 13:07:51 -05:00
Jordan Woyak
c65473d9d3
Probably a sloppy buildfix.
2013-04-01 23:30:05 -05:00
Jordan Woyak
69779a4321
Fix loading of "themes" with non-ascii character names.
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Fixed issue 6189.
Why did GetUserPath return a non-const ref to string..?
2013-04-01 23:22:20 -05:00
Pierre Bourdon
6e708005df
Implement AXWii commands 08/09, aka. "upload AUXA/AUXB and use it as a temp buffer to mix to MAIN L/R/S and AUXC L", aka. "what the fuck were they thinking?!"
2013-04-02 04:12:17 +02:00
Pierre Bourdon
0220fd1940
Implemented command 03: ADD_SUB_TO_LR
2013-04-02 03:23:48 +02:00
Pierre Bourdon
74dee41b87
Add implementation for command 02: SUB_TO_LR
2013-04-02 03:10:29 +02:00
Pierre Bourdon
5c67a0bcf6
Partial fix for the EA Wii games having no sound - implement the second OUTPUT command in AXWii. Sound in videos and musics still don't play.
2013-04-02 02:53:19 +02:00
Jordan Woyak
4ba12be669
We can use unordered_map without pain now!
2013-04-01 19:25:32 -05:00
Lioncash
f36e18593b
More log elaborating. Final time I'm doing this.
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Logs should actually be somewhat understandable to some people outside of programming and stuff (in a way). It's certainly better than being bombarded by abbreviations when errors/general logging occur, at least.
2013-04-01 18:45:23 -04:00
Lioncash
04913a855e
Update function descriptions in GCPad.cpp and Wiimote.cpp
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Add inputs. Those that still need a description are tagged with [Description Needed]
2013-04-01 18:07:44 -04:00
Rodolfo Bogado
a562c7c1f6
As requested apply the same changes made by rev 6958822f19
to the D3D9 backend.
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handle v-sync changed while the emulation is running.
thanks to neobrain for pointing the missing functionality.
2013-04-01 14:23:48 -03:00
Pierre Bourdon
49d809ac0e
Merge branch 'osx-libcxx'
2013-04-01 18:17:49 +02:00
Lioncash
58159a1693
Some more logging typos and clarifications. Missed these in my last commit.
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This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.
A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).
Elaborations can be seen in WGL.cpp
I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-04-01 00:10:54 -04:00
Rodolfo Bogado
5ae8bec2fd
Disable dual source blend until a valid support test is found
2013-03-31 21:15:58 -03:00
Lioncash
f432d6038e
Fix some typos and correct some capitalizations in the log messages.
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Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
Rodolfo Bogado
45651098f6
Use a brute force approach to test for Dual source blend support.
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Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time.
if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend.
I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
2013-03-31 20:02:13 -03:00
NeoBrainX
a60e1a3db8
ShaderGen: Remove some TODOs and fix an issue with per pixel lighting.
2013-03-31 23:57:39 +02:00
NeoBrainX
f57b902d33
PixelShaderGen: Cleanups.
2013-03-31 23:53:46 +02:00
NeoBrainX
f6d65a636e
ShaderGen: Fix per pixel lighting.
2013-03-31 23:29:33 +02:00
NeoBrainX
248d56d930
ShaderGen: Small optimization.
2013-03-31 20:55:57 +02:00
Grant Paul
aabd8ce664
Add retina display support for Mac.
2013-03-31 11:36:42 -07:00
Ryan Houdek
31500f2522
Fix Intel Ironlake since it doesn't support version 120 of GLSL. I don't have Ironlake so it is hard to test. Dropping the shaders to version 120 worked here for me, ATI may be giving me some slack though.
2013-03-30 23:27:24 -05:00
Pierre Bourdon
4d27315cd1
Initialize the AX Thread after the sync objects are initialized
2013-03-31 01:55:41 +01:00
Pierre Bourdon
60b43eb8d3
Support the old AXWii version used in games like Wii Sports or Excite Truck
2013-03-31 00:25:00 +01:00
Pierre Bourdon
276c457bed
Basic framework to support the old AXWii version used in Wii Sports and Excite Truck
2013-03-30 22:22:57 +01:00
degasus
6958822f19
only apply vsync on changes
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nvidia over bumblebee slows down on changes
2013-03-30 22:17:39 +01:00
Pierre Bourdon
79c0316243
Disable the polyphase resampler - it causes audio glitches with non integer ratios
2013-03-30 16:59:06 +01:00
Pierre Bourdon
04f9c6793b
Fix the argument to the samples reading callback in voice processing - should fix issues with wiimote audio, untested
2013-03-30 14:39:59 +01:00
Pierre Bourdon
a813f9e13c
Support loading polyphase resampling coeffs from User and Sys in HLE
2013-03-30 14:38:14 +01:00
Pierre Bourdon
e3b0a2c9bf
Add an option to run the AX processing on the CPU thread. Fixes timing issues causing audio glitches on Wii, and should improve the overall stability of AX HLE.
2013-03-30 14:02:30 +01:00
Pierre Bourdon
c271082ec5
Add volume ramping for MAIN output, separate old volume values for each AUX channel and refactor
2013-03-30 00:55:55 +01:00
NeoBrainX
cdddb26bba
Apparently override is less fun than I thought.
2013-03-29 22:29:37 +01:00
NeoBrainX
2afd892e46
ShaderGen: More interface cleanups. Less wtfs :)
2013-03-29 22:24:49 +01:00
Pierre Bourdon
4b09f525f6
Fix AUX volume mixing in AXWii: implement volume ramping and MixAdd properly. Home menu sounds now work properly.
2013-03-29 22:22:24 +01:00
NeoBrainX
e31c2aa601
ShaderGen: Cleanup uid data writing.
2013-03-29 21:53:57 +01:00
Pierre Bourdon
ef501137be
Fix audio glitching at the end of a voice because of bad non-looping sound handling in AXWii
2013-03-29 21:02:27 +01:00
NeoBrainX
9eccd56ef0
PixelShaderGen: Some cleanups.
2013-03-29 20:59:03 +01:00
NeoBrainX
3c02f227db
PixelShaderManager: Disable constant cache (won't work in the non-UBO path of the opengl backend).
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ShaderGen: Replace typeid usage with more general code.
2013-03-29 20:35:31 +01:00
Glenn Rice
485bd70df2
Fix some strings for translation and update the pot file to include
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those strings once again.
2013-03-29 11:05:22 -05:00
Pierre Bourdon
194ada2481
More MSVC 2010 build fixes
2013-03-29 07:55:56 -07:00
Pierre Bourdon
38db520617
MSVC 2010 does not have <mutex> or <thread> either, adding the Std* files back
2013-03-29 07:53:45 -07:00
Pierre Bourdon
a8513e4605
Re-add StdConditionVariable, MSVC 2010 does not support <condition_variable>
2013-03-29 07:42:41 -07:00
Pierre Bourdon
4895e38bd5
This change might work better if I git add the files
2013-03-29 07:31:15 -07:00
Pierre Bourdon
b73941c0ea
Use libc++ for Mac OS X builds now that we require >= 10.7 anyway
2013-03-29 07:29:31 -07:00
NeoBrainX
b2517c0308
More build fixes.
2013-03-29 15:08:00 +01:00
NeoBrainX
4e9c3db545
OSX build fix.
2013-03-29 15:03:16 +01:00
NeoBrainX
41c4108ce6
OpenGL: Reimplement shader uid debugging.
2013-03-29 14:56:01 +01:00
NeoBrainX
f2a8fbb314
PixelShaderGen: Slightly reduce the number of redundant shader compilations.
2013-03-29 14:54:13 +01:00
degasus
ca8554e7d1
first try of primitive restart index generator
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Convert all quads+triangles into trangle_strip and uses primitive restart to split them.
Speed up triangle_strip, but slows down all others primitive formats.
Only implemented in ogl.
2013-03-29 14:27:33 +01:00
Pierre Bourdon
e9b236be05
OSX sucks at c++11
2013-03-29 13:55:55 +01:00
Pierre Bourdon
a997824f68
Add missing <functional> header include
2013-03-29 13:51:52 +01:00
Pierre Bourdon
4dc1ffbb20
Refactor the resampling code to avoid having two polyphase resampling implementations (normal/wm)
2013-03-29 13:49:36 +01:00
Pierre Bourdon
85b498ba97
Update the right cur_addr_frac after wiimote audio resampling
2013-03-29 13:18:30 +01:00
Rodolfo Bogado
c743e75d92
fixes for my last commit
2013-03-29 00:41:36 -03:00
Pierre Bourdon
57d4ba8dcc
Merge branch 'master' into new-ax-hle
2013-03-29 00:49:07 +01:00
Rodolfo Bogado
40d919b352
Implement dual source blending to avoid unneeded alpha pass.
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this implementation does not work in windows xp (sorry no support for dual source blending there).
this should improve speed on older hardware or in newer hardware using super sampling.
disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly.
remove the deprecation label from the plugin while I'm working on it.
2013-03-28 20:08:51 -03:00
NeoBrainX
fb28349056
VideoSoftware: Fail less at clamping.
2013-03-28 23:34:14 +01:00
NeoBrainX
6e88ae9695
Recommend Direct3D 11 or OpenGL instead of Direct3D 9.
2013-03-28 23:34:14 +01:00
NeoBrainX
c10d9ea87a
Clean up blending code a bit.
2013-03-28 23:00:19 +01:00
Rodolfo Bogado
8a33d49de2
buildfix for my last commit on Mac OSX
2013-03-28 18:32:59 -03:00
Rodolfo Bogado
246907d371
Small Blending logic fix for opengl backend
2013-03-28 18:04:33 -03:00
skidau
b2575c6280
Removed some redundant code introduced in the last commit.
2013-03-29 00:53:30 +11:00
skidau
9b7db5954f
Rounded the loop addresses to the nearest 16bit value in the loop comparison.
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Fixes issue 6160.
2013-03-29 00:43:41 +11:00
degasus
53377425d1
OGL: enable buffersubdata in detection
2013-03-28 12:18:39 +01:00
skidau
e38e48923d
Readded the tracking of the FIFO Writes.
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Fixes issue 6165.
2013-03-28 19:36:37 +11:00
Lioncash
b1dd14c319
Fix a slight leak in LogManager.
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m_debuggerLog wasn't ever deleted in the destructor.
2013-03-27 23:39:48 -04:00
Ryan Houdek
2444fdbbdd
I missed some files required for our GLInterface.
2013-03-27 21:18:07 -05:00
Jordan Woyak
507f53e226
Fixed issue 6119.
2013-03-27 14:26:45 -05:00
lioncash
6fe5f5a6ba
[DolphinWX] Remove a duplicate conditional in Frame.cpp
2013-03-27 15:09:04 -04:00
skidau
5cea0d9def
Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds.
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This reverts commit efcb2abe9b
.
Fixes issue 6098.
2013-03-27 13:06:15 +11:00
NeoBrainX
a171525df6
Fix Windows crash.
2013-03-27 01:33:27 +01:00
NeoBrainX
45c70be83f
Fix Windows build, try 5.
2013-03-27 00:20:25 +01:00
NeoBrainX
11fae2e1cb
Fix Windows build, try 4.
2013-03-27 00:17:46 +01:00
NeoBrainX
f8d2936840
Fix Windows build, try 3.
2013-03-27 00:13:23 +01:00
NeoBrainX
98362e5934
Fix Windows build, try 2.
2013-03-26 23:44:41 +01:00
NeoBrainX
24ab51f9f6
Fix Windows build, try 1.
2013-03-26 23:35:14 +01:00
NeoBrainX
364a5093d9
ShaderGenCommon: Replace the GenOutput enum by using typeid instead.
2013-03-26 23:21:08 +01:00
NeoBrainX
0e31943216
ShaderGenCommon: Introduce a common shader generator interface to make stuff less confusing.
2013-03-26 23:03:10 +01:00
NeoBrainX
3253603ae7
Merge 'master' into shader-uids-awesome.
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Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
2013-03-26 22:21:19 +01:00
NeoBrainX
b75a617d8a
VertexShaderGen: De-uglify VS output structure writing
2013-03-26 19:36:59 +01:00
NeoBrainX
30f1a4b4fe
Partially revert "Now CG plays nice with this new stuff."
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This reverts commit 3943840d5c
.
Suppport for old GLSL versions has been dropped, so to make things less ugly we can use a structure for lights again.
2013-03-26 19:36:59 +01:00
lioncash
ae62af8a93
Array overrun fixed in VertexShaderCache for the DX11 plugin.
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vs_constant_offset_table only has a size of 239. It was originally iterating up to element 241.
2013-03-26 09:19:19 -04:00
skidau
b83be4875a
Fixed DSPTool build.
2013-03-26 21:50:49 +11:00
skidau
6a6c086b50
Windows build fix
2013-03-26 18:48:57 +11:00
Jordan Woyak
b8b5afa323
Go back to assuming every HID device is a wiimote on Windows.
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Fixed issue 6117.
Unfixed issue 6031.
2013-03-25 21:14:55 -05:00
NeoBrainX
0994a5828d
VideoSoftware: Improve fog range adjustment by using less magic and more comments.
2013-03-26 00:57:45 +01:00
degasus
3ab4e35582
revert RasterFont for VideoSoftware
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Backends shouldn't depend on each other. Here RasterFont depends on ProgramShaderCache, which itself depends on global config again ...
2013-03-26 00:05:46 +01:00
degasus
e5841f233a
ogl: fix virtual xfb
2013-03-25 23:23:32 +01:00
NeoBrainX
beb083721a
Windows build fix from web interface...
2013-03-25 21:43:32 +00:00
skidau
51290fd482
Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play.
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Fixes issue 5938.
Fixes issue 6067.
2013-03-26 08:31:20 +11:00
skidau
b00201dcbd
Merge branch 'Fast-EE'
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* Fast-EE:
Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
Forced the external exception check to occur sooner by changing the downcount.
2013-03-26 08:24:21 +11:00
skidau
0ccaaee38c
Forced the exception check only for ARAM DMA transfers.
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Removed the Eternal Darkness boot hack and replaced it with an exception check.
2013-03-26 08:23:20 +11:00
NeoBrainX
ae146e8bc7
VideoSoftware: Implement fog range adjustment, fixing issue 6147.
2013-03-25 21:13:31 +01:00
degasus
d4fadf4b6f
implement 4xSSAA for OGL
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I don't think it's needed, but its requested often
2013-03-25 15:45:10 +01:00
degasus
3d5e0a6d3d
move ogl-only settings into backend
2013-03-25 15:14:24 +01:00
Ryan Houdek
7034c79ab9
Big commit. Fix running the APK, I had missed a view in the manifest. Clean up the Android EGL context creation to fit more in line with how Dolphin works. This breaks input at the moment as well. Change the memarena from 768MB to 64MB to allow 1GB phones to potentially run it. Rename EGL_X11 back to EGL since this merge brings in some of soreau's changes to more easily allow different platforms like Wayland and Android. Not quite all of the code because some needs to be cleaned up still.
2013-03-24 21:06:34 -05:00
Rachel Bryk
81e261eb68
Fix description of disable fog, and move it to enhancements tab.
2013-03-24 15:47:18 -04:00
skidau
dfa1845ae1
Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
2013-03-25 01:01:29 +11:00
skidau
4fa61a1e7f
Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
2013-03-25 00:57:53 +11:00
skidau
1d550f4496
Forced the external exception check to occur sooner by changing the downcount.
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Fixes issue 5825.
2013-03-25 00:47:44 +11:00
NeoBrainX
bb3ce1f8d3
Mark the Direct3D9 backend deprecated.
2013-03-23 23:53:19 +01:00
NeoBrainX
816020f4eb
Prefer D3D11 and OpenGL over D3D9 by default.
2013-03-23 23:52:30 +01:00
Ryan Houdek
ff61dc3840
Switch to using bitfields in the streambuffer class so we can exclude buggy streambuffer types. This disables pinned memory on ATI for GL_ELEMENT_ARRAY_BUFFER because it seems to be buggy. This fixes ATI for me.
2013-03-23 15:37:01 -05:00
Ryan Houdek
086252380d
Had this sitting around for a while to fix nogui.
2013-03-23 14:57:55 -05:00
degasus
470c9ff08a
check for overflow vertex indices, fixes issue 6135
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thx @ JMC47 for identifying the reversion, creating a useful bug report with fifo log :-)
2013-03-23 00:18:35 +01:00
degasus
04943cb852
more restrict disable of pinned memory, disable ubo for intel/mesa-9.1.1
2013-03-21 09:26:32 +01:00
Ryan Houdek
d11679a06e
Android mega commit of trash.
2013-03-19 21:53:09 -05:00
lioncash
edd9d0e0ef
Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
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Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
lioncash
0e3d8e2e9f
Clean up some space/tab mismatches in DiscIO and InputCommon.
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Keeps the files consistent.
2013-03-19 09:59:41 -04:00
Ryan Houdek
61e1659b97
Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition.
2013-03-19 08:50:56 -05:00
degasus
7514b41966
GLSL: fix msaa egdes
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MSAA is a optimiztion to execute the fragment shader just once per pixel instead per sample.
It sounds great, but has a big issue: At edges where the center isn't in the polygon, the
fragment would still be executed, but still with the center of the pixel as position.
So if some calculations aren't allowed outside the polygon, the result would be invalid.
But the nice one: we can give a hint to each input to be choosen from a valid pixel,
so now every pixel will be calculated with valid source.
2013-03-19 13:50:43 +01:00
skidau
a6249b5388
Properly set the DMAState flag while ARAM DMA transfers are underway.
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Fixes issue 6118.
2013-03-19 23:03:38 +11:00
Braden
befe6e6962
Short,sweet and fixes issue 5725
2013-03-18 21:40:46 -05:00
Rachel Bryk
7c2c4662a7
Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.
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D3D9 still doesn't support changing vsync while emulation is running.
Fixes issue 6111.
2013-03-18 20:42:18 -04:00
Braden
c5033e8594
Hide cursor in fullscreen mode on OSX fixes issue 3956
2013-03-18 17:45:08 -05:00
Braden
a2af6494cf
Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways.
2013-03-18 17:15:59 -05:00
Ryan Houdek
7d74293170
Fix a typo in ArmEmitter noticed by LionCash.
2013-03-18 08:45:33 -05:00
Ryan Houdek
12f5f102c7
Set GLES Tex2D function to texture2D, texture is only available in GLES3. Fix some tabs in the config file.
2013-03-18 07:50:52 +00:00
Ryan Houdek
b512b23407
Reenable mulli and negx, seems to work fine.
2013-03-18 07:50:52 +00:00
Braden
f21706bc17
Git pull
2013-03-17 21:10:54 -05:00
Braden
ae3c5a64cc
Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen.
2013-03-17 20:58:43 -05:00
Ryan Houdek
9ae9910490
Finish up VFP cleanup. A few more instructions are left for VFP, and a bunch of NEON ones if it will ever be used.
2013-03-18 00:10:56 +00:00
degasus
234604e067
GLSL: also define pinned_memory in renderer.cpp
2013-03-17 19:03:23 +01:00
Rachel Bryk
0c86634101
Revert "Disable Vsync while holding tab to disable the frame limit."
...
This reverts commit 341eb87806
.
I'll do it right later.
2013-03-17 12:30:44 -04:00
Rachel Bryk
341eb87806
Disable Vsync while holding tab to disable the frame limit.
...
Fixes issue 6111.
2013-03-17 11:56:24 -04:00
degasus
106d7c37e8
GLSL: store and use exact ubo sizes
2013-03-17 16:49:42 +01:00
Pierre Bourdon
612c2e8516
Fix converting the charset of an empty string. Thanks to MrData on the forums for reporting this issue.
2013-03-17 14:37:00 +01:00
degasus
f480697b9b
remove some ogl error
...
but it doesn't resolve any issue
2013-03-17 12:46:30 +01:00
degasus
7597b8b8d5
fix software backend
...
ogl rasterfont sets vao and vbo, but both aren't used on software backend
2013-03-17 12:37:37 +01:00
degasus
2312a8d9d5
GLSL: don't apply unsupported msaa settings
2013-03-17 10:44:57 +01:00
degasus
4a8ab0fafa
disable pinned memory for fglrx
2013-03-17 10:06:16 +01:00
Jordan Woyak
8faefa3672
Windows - Don't disconnect real wiimotes on Dolphin close. (back to the old behavior)
...
Fixed issue 6103.
2013-03-16 18:55:01 -05:00
Jordan Woyak
98fa5006fd
Fix some warnings.
2013-03-16 18:53:34 -05:00
degasus
4a929f85b6
GLSL: fix transparency issues on dual source blend. fix issue 6104
2013-03-17 00:36:13 +01:00
Pierre Bourdon
9a404ca6d4
Ship by default a free DSP ROM that can handle most games with LLE
...
At the end of July 2011, LM published a free DSP ROM that works with games
using the Zelda UCode. His ROM only has the code to handle UCode loading and a
few utility functions, the rest is missing. This includes the four large sound
mixing functions used by the AX UCode and the DROM containing coefficients used
for polyphase resampling in AX.
This is an improved, updated version of this ROM, which changes the following:
- We now have a free DROM that works for polyphase resampling by "emulating"
linear interpolation. The coefficients contained in the DROM are normally a
list of { c1, c2, c3, c4 } which are used to interpolate a sample value from
four previous samples:
out_sample = prev1 * c1 + prev2 * c2 + prev3 * c3 + prev4 * c4
The coefficients are chosen depending on the fractional part of the current
position (basically, our position between the previous and the next sample).
We can use this fact to generate (c1, c2, c3, c4) for each possible
fractional part so that:
out_sample = prev3 * curr_pos + prev4 * (1 - curr_pos)
Which is the formula for linear interpolation between prev3 and prev4. Linear
interpolation is not as good as polyphase resampling but it still works very
well and I couldn't really hear any difference between the two. If someone
wants to generate real polyphase filter coefficients, they are welcome to
submit a patch.
- The IROM now contains the 4 mixing functions used by the AX UCode: mix_add,
mix_add_two, mix_add_ramp, mix_add_ramp_two. They are large, inlined
functions (probably for performance reasons) in the official DSP IROM, our
version prefers to use a loop. This *should* be more performant with our DSP
JIT implementation, but I did not benchmark that.
Because the new DSP ROM is working just as well as the official ROM in 95% of
cases, it is now shipped by default with Dolphin and will be used with DSPLLE
if you don't have an official DSP ROM in User/GC. It will still display a panic
alert at every boot to notice you that you are using a non official DSP ROM
made by us, which is not perfect.
Games using the CARD, IPL or GBA UCodes are still broken. I don't know what
games this actually impacts, but this is a very small proportion compared to
what works.
2013-03-16 23:54:55 +01:00
degasus
c7d75ee437
GLSL: explicitly check for gl errors for pinned memory
2013-03-16 10:08:46 +01:00
Jordan Woyak
059e100425
Check for HID wiimote name on Windows instead of assuming everything is a wiimote.
...
Fixed issue 6031.
2013-03-15 21:27:46 -05:00
James Dunne
f1ef51abc8
Removing `Core::IsGPUThread()` and `Core::IsCPUThread()` calls in favor of simple `bool isCPUThread` parameter value.
2013-03-15 19:42:42 -05:00
James Dunne
4137fc0023
Removed calls to YieldCPU from RunGpuLoop.
2013-03-15 19:42:38 -05:00
degasus
6962929356
GLSL: fix nfs-hp2
2013-03-15 23:32:01 +01:00
degasus
e1a081ad2d
Merge branch 'GLSL-master'
...
Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend.
It just began with simple changes which aren't supported on osx.
They either support ogl2 OR ogl3 core, but mixing isn't allowed.
As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either:
- OSX supports only GLSL100 which doesn't support our shaders.
- Vertex Array Objects are needed for ogl3, but not supported on ogl2
- immediate mode isn't supported any more, so we must implement vertex buffers
- uniform buffers are recommended as else we would need tons glUniform
- postprocessing shaders have to be converted to glsl
- lots of smaller outdated issues and bug fixes :-)
Thanks at all for testing and at Sonic for converting all of our shaders to glsl130
And sorry for all upcoming bugs...
2013-03-15 22:49:26 +01:00
Rachel Bryk
8767b30f75
My OCD will not stand for this.
2013-03-15 15:42:59 -04:00
Ryan Houdek
363d0be9f9
Derp. No Windows to test compile on.
2013-03-15 11:29:12 -05:00
Ryan Houdek
8c1091a21f
Merge branch 'master' into GLSL-master
...
Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
2013-03-15 11:19:52 -05:00
Rachel Bryk
d63d7fde9e
So much more readable now!
2013-03-15 11:45:43 -04:00
NeoBrainX
e877b5019b
PixelShaderManager: Reload fog range adjustment shader constants upon viewport change.
...
Fixes issue 5618.
2013-03-15 15:08:51 +01:00
Rachel Bryk
def578fea6
Fix checks for preventing the main and render windows from spawning off screen.
2013-03-15 09:19:39 -04:00
skidau
afb6f9127a
Corrected a typo.
2013-03-15 19:32:47 +11:00
degasus
84119a966b
Revert "remove wx from agl"
...
This reverts commit e63a5d8529
.
window_handle is also used at many other places, so just move it here isn't allowed
2013-03-15 02:40:08 +01:00
NeoBrainX
203b1748a3
PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation.
2013-03-15 01:01:00 +01:00
NeoBrainX
1f73651a7a
VideoSoftware: Do not clear the depth buffer on EFB copy clears when depth writing is disabled.
2013-03-14 23:59:52 +01:00
Ryan Houdek
d6c7e7d652
Let's do this version check again.
2013-03-14 15:46:27 -05:00
Ryan Houdek
db1fc9019b
Add a OSX version check to GLSL so if anyone running < OSX 10.7 gets a message instead of crashing when running the game. Turn off DEBUG_GLSL.
2013-03-14 15:25:41 -05:00
Ryan Houdek
e6c6053fcc
Beginning of VFP cleanup. Will finish when I have the hardware in front of me.
2013-03-14 10:45:26 -05:00
Ryan Houdek
b4830be9bc
Actually set the bIDIVa value in the ARM CPUDetect.
2013-03-14 08:48:01 -05:00
Rachel Bryk
eaebebc33d
Prevent the render window from spawning off screen.
...
Fixes issue 6063.
2013-03-14 05:28:02 -04:00
degasus
e63a5d8529
remove wx from agl
2013-03-14 09:52:13 +01:00
Braden
a0fdcaced8
Removes the redundant window on OSX
2013-03-13 21:34:52 -05:00
Ryan Houdek
c93f7760ce
Really clean up all the emitter loadstores on ARM. If a ARM device supports VFPv4, then it supports IDIVA, so handle that in CPUDetect.
2013-03-14 01:50:38 +00:00
Ryan Houdek
202e2fa5c8
Add a new WriteNewStoreOp emitter function for beginning of rewrite of the Arm Emitter LoadStores. Will finish when I have the hardware in front of me to test on.
2013-03-13 14:08:54 -05:00
skidau
85eab1d262
Used the scheduler to generate the interrupt for IPC. Fixes the ES_LAUNCH games.
2013-03-13 22:23:59 +11:00
Rachel Bryk
0b34457a8e
All the cool kids hard code string lengths.
...
Fixes issue 6090.
2013-03-13 07:04:53 -04:00
Rachel Bryk
e73cc858bc
Allow playing movies from command line. Also remove some unneeded code.
2013-03-13 01:37:35 -04:00
degasus
2c84c32ddc
decrease d3d vertex buffer size
2013-03-12 17:48:20 +01:00
degasus
382be2aabd
Merge branch 'master' into GLSL-master
...
Conflicts:
.gitignore
2013-03-12 11:28:56 +01:00
skidau
83fc5f4747
Merge branch 'FIFO-BP'
...
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban.
Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size. Fixes NFS:HP2 GC.
Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision". Required to go in-game.
Added direct GameCube controller commands to the Serial Interface emulation. Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss.
Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
Skipped the EE check if there is a CP interrupt pending.
Disabled "Speed up disc transfer" from the ZTP GC game ini.
Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
Delayed the interrupts in the EXI Channel.
Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
Made vertex loading take constant time.
Increased the cycle time of the vertex command. Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
Profile stores, fp stores and ps stores only to the fifo write addresses list. This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
...
Conflicts:
Source/Core/VideoCommon/Src/PixelEngine.cpp
2013-03-12 19:47:59 +11:00
Ryan Houdek
8406d9972d
Fix JIT from rebasing on PPSSPP ArmEmitter.
2013-03-12 02:35:29 +00:00
Ryan Houdek
b94b4a9e8f
Rebase ArmEmitter on PPSSPP's base. The loadstores are making my heart cry at this point.
2013-03-11 13:57:55 -05:00
degasus
e1ca002937
osx: only use accelerated backends
2013-03-11 16:36:07 +01:00
Rachel Bryk
9a3633924d
Dolphin needs to be restarted before playing back a wiimote movie, so let's suggest that instead of giving an unhelpful error message.
2013-03-09 02:44:24 -05:00
Rachel Bryk
13a64e992d
Fix a typo.
2013-03-08 22:47:56 -05:00
Rachel Bryk
723371e022
Wow, I'm dumb. Fix mismatched set/get.
2013-03-08 20:06:04 -05:00
Ryan Houdek
f6d45ea461
Fix a potential issue when someone has a CPU core that isn't available on that host set in the INI file, it would just fail out. Now it defaults to interpreter.
2013-03-08 10:52:04 -06:00
degasus
2c9c4d0f01
remove syncing on hacked buffer
...
nvidia does wait for their gpu on syncing, so removing it.
But now, we have to recheck it on every plattform
2013-03-08 10:23:27 +01:00
degasus
708b7d57cd
fix wrapping in postprocessing
2013-03-08 09:36:28 +01:00
Ryan Houdek
be217bf096
Add a comment about Qualcomm in load stores.
2013-03-07 20:28:18 -05:00
degasus
f673e33a7d
fix hotkey osd position
2013-03-07 21:42:40 +01:00
degasus
a6719abab7
mesa doesn't like 0x0 fbo
2013-03-07 21:30:11 +01:00
degasus
7af0838e98
disable ubo for intel/mesa
...
our ubo workaround isn't much better, but not corrupted and much faster (on hd4000) than the ubo one
2013-03-07 21:07:57 +01:00
degasus
a6844d6b9e
move shader error files in dolphin user directory
2013-03-07 20:37:28 +01:00
degasus
2bd7ba76b9
only report errors without debug_glsl
2013-03-07 20:26:56 +01:00
degasus
8b232c7a4d
fix "some" pp shaders ...
2013-03-07 19:51:57 +01:00
degasus
ebb34ced91
postprocessing: only add *.txt shader and sort them
2013-03-07 19:11:50 +01:00
degasus
1c125f0fb4
add resolution uniform for pp, 16bit uses this for reducing screen resolution (wtf?)
2013-03-07 17:35:27 +01:00
degasus
12e84f918a
Merge branch 'master' into GLSL-master
...
this fix debug build
2013-03-07 17:05:32 +01:00
degasus
800a58f01c
reimplement postprocessing and fix one shader as example
2013-03-07 17:00:11 +01:00
lioncash
279e3c7e14
Fix a potential memory leak in function DecompressBlobToFile in CompressedBlob.cpp
2013-03-07 10:59:50 -05:00
Ryan Houdek
f3528277c4
Make sure to mask out the FPU rounding mode correctly. Good spot from LionCash.
2013-03-07 09:52:38 -06:00
skidau
d3e431af9e
Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban.
2013-03-07 22:16:00 +11:00
degasus
eaa5a77d9e
fix debug build
2013-03-06 20:47:48 +01:00
Ryan Houdek
427a26fcc2
Clean up PPCSTATE_OFF
2013-03-06 13:46:36 -06:00
degasus
5dd502df3b
Merge branch 'master' into GLSL-master
...
the only commit on master is to fix vertexloader, so disable jit for osx
2013-03-06 19:07:15 +01:00
degasus
7158c14d7a
fix vertexloader without jit
2013-03-06 18:58:15 +01:00
degasus
03511d54d6
fix compilation
...
i missed to fix a merge conflict in dx9
2013-03-06 16:17:07 +01:00
degasus
a1c5e90083
Merge branch 'master' into GLSL-master
...
Conflicts:
CMakeLists.txt
Source/Core/DolphinWX/CMakeLists.txt
Source/Core/DolphinWX/Src/GLInterface.h
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/TextureCacheBase.cpp
Source/Core/VideoCommon/Src/VertexManagerBase.cpp
Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj
Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/main.cpp
2013-03-06 15:59:29 +01:00
degasus
8d5299c20b
Merge branch 'vertex-loader-cleanup'
2013-03-06 14:08:02 +01:00
degasus
10983b0eae
fix VertexManager::GetRemainingIndices
...
the old implementation returns the amound of primitives fit into index buffers
but also gc needs more than one index per primitve
2013-03-06 12:33:02 +01:00
skidau
0f1ef49da1
Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size. Fixes NFS:HP2 GC.
2013-03-06 17:08:40 +11:00
Ryan Houdek
1214bf1359
Add ARM Jit to GUI when built on ARM
2013-03-06 03:25:45 +00:00
Ryan Houdek
d6558e1c31
Make the (V)LDR/(V)STR instructions support negative offsets. This fixes a bug where Arm Jit couldn't load the top 33 FPRs. Also makes it so the core can access all GPRs, FPRs, and SPRs in ppcState. This increases VPS 15-20 on SSBM intro movie on ODROIDX
2013-03-06 01:51:59 +00:00
Jordan Woyak
2095641af0
OK, seriously, buildfix. I shouldn't even have commit access!
2013-03-05 16:17:45 -06:00
Jordan Woyak
b34991c4c3
Buildfix for real.
2013-03-05 16:08:26 -06:00
Jordan Woyak
fe3a54d7fd
Buildfix!
2013-03-05 15:48:57 -06:00
Jordan Woyak
10d57a3402
Use standard binary multiple unit symbols for game size display.
...
Use integer math for the calculation as we cannot rely on floats for something as important as game size display!
2013-03-05 14:58:30 -06:00
degasus
a2bb7d5766
initialize bSupportsDualSourceBlend only in renderer
2013-03-05 18:35:30 +01:00
degasus
5534d7e8c3
Revert "remove flag GL_SYNC_FLUSH_COMMANDS_BIT on syncing"
...
This reverts commit 025f8d342f
.
OSX may wait forever, so fix osx freeze
2013-03-05 16:51:09 +01:00
degasus
d19bc15d26
fix glsl140 workaround
2013-03-05 15:24:10 +01:00
degasus
4714e4f99c
fix agl
2013-03-05 15:17:00 +01:00
Ryan Houdek
240238308c
Disable SSE2 check in the GUI when building ARM.
2013-03-05 14:03:01 +00:00
Jordan Woyak
33a13b1a37
Fixed issue 5270. Don't ask me how, I just clean up code and then it works! I think it was int overflow.
2013-03-05 00:35:24 -06:00
Ryan Houdek
3ac7ee4623
Fix compiling Dolphin on devices that provide crazy GLES drivers
2013-03-05 03:53:25 +00:00
Jordan Woyak
b7db96e2e5
Merge branch 'hle-fs-cleanup'
2013-03-04 19:02:41 -06:00
Jordan Woyak
f3f89e1d00
Merge branch 'master' into vertex-loader-cleanup
...
Conflicts:
Source/Core/Common/Src/CommonFuncs.h
Source/Core/VideoCommon/Src/VertexLoader.cpp
2013-03-04 15:47:56 -06:00
Jordan Woyak
bf58c70e9b
Move copy-pasted code into function.
2013-03-04 15:35:29 -06:00
degasus
642eab92bc
disable per pixel depth if depth textures aren't used
2013-03-04 20:12:58 +01:00
degasus
efcfc5c014
workaround for GLEW_AMD_pinned_memory and older glew versions
2013-03-04 12:40:23 +01:00
degasus
e4f8d7b4c8
fix debug build
2013-03-04 10:20:55 +01:00
Jordan Woyak
5d47fd1dde
Remove HLE_IPC_CreateVirtualFATFilesystem as it no longer takes 3 minutes to LLE like the comment says.
2013-03-04 02:39:05 -06:00
Jordan Woyak
6d50bd127d
Remove hack that seems to be no longer needed.
2013-03-04 02:22:11 -06:00
Jordan Woyak
efcb2abe9b
Don't open/close file for every file operation.
2013-03-04 02:21:58 -06:00
Jordan Woyak
04a33b177a
Make seek mode 2 (offset from end of file) make sense. I doubt any games use this.
2013-03-04 01:42:38 -06:00
Jordan Woyak
0efe6c2124
GET_ATTR should not be returning the real filepath that we built.
2013-03-04 01:42:38 -06:00
Jordan Woyak
0041ec618c
Don't null-terminate some random std::string.
2013-03-03 20:16:01 -06:00
Jordan Woyak
814c2ffdfd
Fix some leaking file handles and buildfix probably.
2013-03-03 19:20:35 -06:00
Jordan Woyak
989f0663eb
Make "Crypto" file opening unicode-safe on Windows.
2013-03-03 19:14:13 -06:00
Jordan Woyak
6b2818199c
Fix WAD volume name extracting.
2013-03-03 19:00:29 -06:00
Jordan Woyak
bdc96342ba
More string conversion cleanup.
2013-03-03 18:40:50 -06:00
Jordan Woyak
6026b29844
Separate banner and volume name getting functions. Game properties now shows the correct "banner" name in more cases.
2013-03-03 18:34:03 -06:00
Jordan Woyak
a30636cb88
Buildfix.
2013-03-03 18:00:48 -06:00
Jordan Woyak
ae14578bc5
Eliminate some netplay gamelist ugliness.
2013-03-03 17:56:40 -06:00
Jordan Woyak
c07b8a6e37
Fix more of what I broke.
2013-03-03 17:08:41 -06:00
Jordan Woyak
b1a2915304
Merge branch 'master' into windows-unicode
2013-03-03 15:05:10 -06:00
Jordan Woyak
cedfa452b4
Windows: Open wiimotes with the FILE_SHARE_WRITE flag like before.
...
This should fix issues introduced by real-wiimote-scanning.
2013-03-03 14:34:59 -06:00
skidau
61b01474fa
Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
...
Fixes issue 4644.
2013-03-03 23:35:07 +11:00
Jordan Woyak
fad2b65d76
More wxString conversion cleanup.
2013-03-03 02:30:45 -06:00
Jordan Woyak
aeb4fc9846
Fix what I broke.
2013-03-03 02:12:24 -06:00
Ryan Houdek
a01f793f59
Fix ARM build.
2013-03-03 07:37:22 +00:00
Jordan Woyak
ed90feb2b4
Kill warning.
2013-03-02 23:00:14 -06:00
skidau
6dbd80d73e
Reverted the audio streaming tweak from r7a04ec6f9220dd66147c86baaebc2f9e05d65ead as it was causing audio clipping in some Wii games like Fire Emblem: Radiant Dawn.
2013-03-03 15:20:15 +11:00
Jordan Woyak
88cb11ba0a
I'm confused at why SHIFT-JIS was being used here.
2013-03-02 20:42:48 -06:00
Jordan Woyak
e183711d74
wxString conversion cleanup.
2013-03-02 20:34:53 -06:00
Jordan Woyak
6c8adf6130
Eliminate the wstring game name.
...
Some cleanup throughout related code. (try to make logic in ISOFile understandable by a human)
Encode strings in UTF-8 rather than somehow trying to determine the encoding in the GUI code.
Non-windows OSes temporarily broken.
2013-03-02 20:00:36 -06:00
Jordan Woyak
2b1af36900
Merge branch 'master' into windows-unicode
2013-03-02 15:33:32 -06:00
skidau
643f18d28b
Added direct GameCube controller commands to the Serial Interface emulation. Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
2013-03-02 22:35:10 +11:00
Jordan Woyak
2356e5c0e7
Eliminate some baseless restrictions in PointerWrap, mainly vector<string> not working.
2013-03-02 03:32:30 -06:00
skidau
5bb6ac8164
Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss.
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Fixes issue 5415.
2013-03-02 16:18:55 +11:00
Jordan Woyak
e079d24912
Kill wstring version of game description.
2013-03-01 22:45:10 -06:00
skidau
3874b46a93
Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
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Changed the maximum timeslice back to 20000 as it was causing slowdown.
2013-03-02 12:37:55 +11:00
NeoBrainX
008fdc7310
Merge branch 'perfqueries'.
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Adds support for PE performance metrics.
Used in Super Mario Sunshine's "Scrubbing Sirena Beach" level to determine when enough goop has been cleaned up to finish the level.
Also used in TimeSplitters: Future Perfect to determine the appearance of flares around light sources (e.g. sun).
OpenGL and D3D11 only. D3D9 support unlikely to be added unless anyone bothers to do the work.
Initial work and D3D11 support by me. Kudos go to Billiard for adding the OpenGL support and reviving development of this branch that way :D
Slightly (~7%) decreases performance when performance metrics are used (and only then).
Fixes issue 1498.
Fixes issue 5368.
2013-03-02 00:17:37 +01:00
NeoBrainX
cb1d21c032
PerfQueries: Fix an integer overflow.
2013-03-01 23:57:56 +01:00
NeoBrainX
d1acb0a937
OGL: Fix perf metrics being overcounted when using a non-native internal resolution.
2013-03-01 23:12:41 +01:00
NeoBrainX
4058b4c38a
Add documentation to PerfQueryBase interface.
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Remove the config field for perf queries (wasn't used for the new interface anyway).
Few other cleanups.
2013-03-01 23:02:11 +01:00
NeoBrainX
5a7bb2abfa
D3D11: Port perf queries code to the PerfQueryBase interface.
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Remove deprecated PerfQuery methods from RenderBase.
Windows build fix.
2013-03-01 19:30:37 +01:00
degasus
ef7083d78c
also don't cleanup efb copys on efb2ram
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these may be upscaled and this high res textures would be lost
2013-03-01 11:31:52 +01:00
skidau
4c6bbec600
Changed the maximum slice length to 1000 from 20000. This makes the emulator check external exceptions more regularly. Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE.
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Triggered the ARAM interrupt by the scheduler instead of directly in function. Fixes a hang in Mario Super Baseball.
Fixes issue 5825.
Fixes issue 5096.
2013-03-01 20:23:55 +11:00
skidau
73da6f4f3f
Merge branch 'master' into FIFO-BP
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# By Jordan Woyak (46) and others
# Via Jordan Woyak (2) and others
* master: (70 commits)
Fixes two memory leaks, one is pretty bad for OSX. Yell at pauldachz if this doesn't work. Or... say thanks.
Added a BluetoothEnumerateInstalledServices call so that the wiimote remembers the pairing.
Make ARMJit core default CPU core on ARM architecture
Fix a StringUtil regression from the arm-noglsl merge
Small improvement to cmpli/cmpi in ARMJit.
Merge latest ArmEmitter changes from ppsspp while we're at it.
Ah. I blame vim on this typo entirely.
Add disabled code for authenticating wiimotes on Windows.
Add the missing FPR cache
Buildfix.
Yell at the user if they change window size while dumping frames, and some other avi dumping stuff.
Not sure if this is the right way to handle this, but it makes the save states perfectly stable. That's all that really matters, right?
Abort loading states from incompatible graphics backends.
ARM Support without GLSL
Improve VideoSoftware save states. They are fairly stable, but not perfect. OpcodeDecoder::DoState() needs to be fixed.
Begin implementing save states to video software. Kind of works, sometimes.
Make error message for loading save state with wrong dsp engine shorter.
Abort load state if it uses a different dsp engine, instead of crashing.
Update the gameini of F-zero. Efb to Ram is no longer the default choice.
fix last commit by neobrain
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Conflicts:
Source/Core/VideoCommon/Src/Fifo.cpp
2013-03-01 20:12:56 +11:00
Pierre Bourdon
a2d08d6740
Fix Dolphin starting only once then crashing at startup
2013-03-01 10:11:08 +01:00
Matthew Parlane
99cf57eb39
Fixes two memory leaks, one is pretty bad for OSX.
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Yell at pauldachz if this doesn't work.
Or... say thanks.
2013-03-01 19:21:34 +13:00
Jordan Woyak
b0630790c1
It's 2013! Why can't I use C++11 yet!?
2013-02-28 19:42:29 -06:00
Jordan Woyak
dea1e2827d
Open std::fstream in a unicode-safe manner.
2013-02-28 19:33:39 -06:00
skidau
7a04ec6f92
Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack.
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Cleaned up some of the audio streaming code.
2013-03-01 11:51:11 +11:00
NeoBrainX
b94f65b666
Remove two incorrect lines. How did those even get there?!
2013-03-01 01:37:47 +01:00
NeoBrainX
cbf5efe191
Some cleanups.
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PE perf metrics officially declared unsupported for the D3D9 project (out of pure laziness, anyone who cares can implement them :P).
2013-03-01 01:31:57 +01:00
NeoBrainX
1c9860246c
Build fixes for everyone!
2013-03-01 01:14:10 +01:00
NeoBrainX
d0dbcc6369
VideoSoftware: Cleanup PE perf metrics; returning the proper value now.
2013-03-01 01:08:43 +01:00
NeoBrainX
7682ed22c6
Merge branch 'master' into perfqueries.
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Conflicts:
Source/Core/VideoCommon/Src/VideoConfig.h
Source/Core/VideoCommon/VideoCommon.vcxproj.filters
Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp
Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp
2013-03-01 01:07:34 +01:00
skidau
5c4a130688
Added a BluetoothEnumerateInstalledServices call so that the wiimote remembers the pairing.
2013-03-01 10:28:42 +11:00
Ryan Houdek
bc15919e2e
Make ARMJit core default CPU core on ARM architecture
2013-02-28 16:15:32 -06:00
Rachel Bryk
0c16489c39
Merge branch 'VideoSoftware-savestates'
2013-02-28 13:36:29 -05:00
skidau
0399959c39
Skipped the EE check if there is a CP interrupt pending.
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Fixes issue 4336.
2013-03-01 00:59:38 +11:00
Pierre Bourdon
07539b9a3f
Fix a StringUtil regression from the arm-noglsl merge
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Fixes issue 6048. Thanks to Starscream for locating the regression.
2013-02-28 13:12:35 +01:00
Jordan Woyak
95558cdc69
Buildfix.
2013-02-28 03:11:10 -06:00
Jordan Woyak
03ec9a2e08
Kill some unnecessary c_str and use StrToWxStr in a few places that I missed.
2013-02-28 02:40:03 -06:00
Jordan Woyak
56f09d3b91
Attempt to be consistent with conversions between std::string and wxString.
2013-02-28 02:30:05 -06:00
Jordan Woyak
e82d976d2f
Buildfix for non-legacy OSes.
2013-02-27 20:55:19 -06:00
Jordan Woyak
6f87611767
Fix "Core" to build with "Unicode".
2013-02-27 20:30:57 -06:00
Jordan Woyak
536c110b31
Fix "DiscIO" to build with "Unicode".
2013-02-27 20:04:07 -06:00
Jordan Woyak
65683ebc64
Hopefully fix all filename handling to support Unicode.
2013-02-27 20:03:06 -06:00
Jordan Woyak
69f7671ee8
Fix "Common" to build with "Unicode" project setting.
2013-02-27 19:19:38 -06:00
Jordan Woyak
ea75577278
Use the new UTF-16 conversion function in two places.
2013-02-27 18:02:07 -06:00
Jordan Woyak
0ea458b4dc
Add functions for converting between UTF-8/16.
2013-02-27 18:00:42 -06:00
Ryan Houdek
9ff704f202
Small improvement to cmpli/cmpi in ARMJit.
2013-02-27 15:17:23 -06:00
Ryan Houdek
f1d727cf13
Merge latest ArmEmitter changes from ppsspp while we're at it.
2013-02-27 11:53:24 -06:00
Ryan Houdek
8c779bb242
Ah. I blame vim on this typo entirely.
2013-02-27 10:26:32 -06:00
degasus
1b8d044543
clear cg from project files
2013-02-27 10:55:25 +01:00
Jordan Woyak
6b80e6f83c
Tweak Vertex/Index buffer handling a bit.
2013-02-27 01:57:02 -06:00
Jordan Woyak
e435851e7a
Add disabled code for authenticating wiimotes on Windows.
2013-02-26 21:13:35 -06:00
Ryan Houdek
692e39d1bb
Merge branch 'arm-noglsl'
2013-02-27 02:22:08 +00:00
Ryan Houdek
be7643cd2d
Add the missing FPR cache
2013-02-27 02:15:32 +00:00
Jordan Woyak
a680d17eef
Buildfix.
2013-02-26 19:59:33 -06:00