Commit Graph

20534 Commits

Author SHA1 Message Date
degasus 4c5f8f9c91 CoreTiming: Drop ProcessFifoWaitEvents.
globalTimer is only written in Advance, so this function has no function.
2016-06-26 11:29:25 +02:00
Matthew Parlane 2776bcbf55 Merge pull request #3903 from leoetlino/wiimote-disconnect
Disconnect real Wiimotes when disconnected by games (not on all platforms)
2016-06-26 18:33:09 +12:00
Mat M 8d1a70af9a Merge pull request #3945 from comex/warning-fixes-2016
Warning fixes 2016
2016-06-26 02:16:35 -04:00
Mat M cf50ed82bb Merge pull request #3943 from ShadowsFriend/nopch-fix
ControllerInterface: Include memory to fix building without pch
2016-06-26 02:13:47 -04:00
Mat M c896645313 Merge pull request #3947 from magumagu/interpreter-cleanup
Misc cleanup in Interpreter.
2016-06-26 02:11:09 -04:00
Mat M 8d2137ba85 Merge pull request #3948 from magumagu/dead-bfakemem
Delete dead variable named bFakeVMEM.
2016-06-26 02:10:13 -04:00
magumagu 1c28a27ee4 Delete dead variable named bFakeVMEM.
(There's another bFakeVMEM in Memmap.h.)
2016-06-25 23:05:55 -07:00
magumagu b5ed27ffa8 Misc cleanup in Interpreter.
Mostly comment changes; also gets rid of an unnecessary call to
CheckExceptions.
2016-06-25 22:52:17 -07:00
comex efef07293b Suppress deprecation warning. 2016-06-26 00:49:51 -04:00
comex fe73ae8526 Add missing override 2016-06-26 00:49:50 -04:00
comex 61813767c7 Get rid of #define PAGE_MASK and round_page, which conflict with OS X headers 2016-06-26 00:49:46 -04:00
Markus Wick bc354277ca Merge pull request #3940 from lioncash/tie
Device: Use std::tie for operator==
2016-06-26 06:40:14 +02:00
Mat M 3d72fe3173 Merge pull request #3942 from comex/osx-build-fix
Fix in-tree build (cmake .) on OS X.
2016-06-26 00:35:00 -04:00
Scott Mansell 2f134c5c36 Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
Scott Mansell ebe5fd0b36 Multithreadded Shadergen: Minor fixups. 2016-06-26 16:13:22 +12:00
Scott Mansell 95469ec225 Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
Scott Mansell 24e5d21780 Multithreadded Shadergen: Second pass over Pixel Shadergen.
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.

Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
Scott Mansell 1a831cfc7d Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell 28c7113e41 Multithreadded Shadergen: Second Pass over geometery Shadergen 2016-06-26 16:13:21 +12:00
Scott Mansell fa02f47729 Multithreadded Shadergen: First pass over geometery Shadergen. 2016-06-26 16:13:20 +12:00
Scott Mansell 4969415f38 Remove global refrences from common code.
Bug Fix: Previously vertex shaders and geometery shaders didn't track
         antialaising state in their UIDs, which could cause AA bugs
	 on directx.
2016-06-26 16:13:20 +12:00
Scott Mansell 0d996f512b Multithreadded Shadergen: First pass over pixel Shadergen
Bug Fix: It was theoretically possible for a shader with depth writes
         disabled to map to the same UID as a shader with late depth
	 writes.
	 No known test cases trigger this.
2016-06-26 16:13:20 +12:00
Scott Mansell e99364c7c9 UID Change: Fix bug with indirect stage UIDs
Bug Fix: The normal stage UIDs were randomly overwriting indirect
         stage texture map UID fields. It was possible for multiple
	 shaders with diffrent indirect texture targets to map to
	 the same UID.
         Once again, it dpesn't look like this bug was ever triggered.
2016-06-26 16:13:19 +12:00
Scott Mansell 03f2c9648d Shader UID change: Only store the two bits of components we need.
This frees up 21 bits and allows us to shorten the UID struct by an entire
32 bits.

It's not strictly needed (as it's encoded into the length) but I added a
bit for per-pixel lighiting to make my life easier in the following
commits.
2016-06-26 16:13:19 +12:00
Scott Mansell 53c402dbc5 Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into
uid_data.

All the rest now read their parameters out of uid_data.

I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.

As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.

Bug Fix: The about optimisation was also broken, applying the color light
         equation to the alpha light channel instead of the alpha light
	 euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00
comex 659d079d5c Fix in-tree build (cmake .) on OS X.
OS X uses a case insensitive filesystem by default: when I try to build,
a system header does #include <assert.h>, which picks up
Source/Core/Common/Assert.h.  This only happens because CMakeLists adds
'${PROJECT_BINARY_DIR}/Source/Core/Common' as an include directory: in
an out-of-tree build, that directory contains no other source files, but
in an in-tree build PROJECT_BINARY_DIR is just the source root.

This is only used for scmrev.h.  Change the include directory to
'${PROJECT_BINARY_DIR}/Source/Core' and the include to
"Common/scmrev.h", which is more consistent with normal headers anyway.
2016-06-25 23:57:17 -04:00
Lioncash 55916b963d Device: Use std::tie for DeviceQualifier's operator== 2016-06-25 23:45:37 -04:00
Christian Widmer be922730b3 ControllerInterface: Include memory to fix building without pch
All affected files use shared_ptr but do not include memory which breaks
building without precompiled headers.
2016-06-26 05:42:29 +02:00
Matthew Parlane 3a26167148 Merge pull request #3931 from dhustkoder/master
constexpr added to BitSet.h. conflicts solved
2016-06-26 14:42:46 +12:00
Matthew Parlane 711ea97333 Merge pull request #3939 from phire/VS-is-anal-about-tabs
NullVideo: Fix up Visual studio solution.
2016-06-26 14:33:22 +12:00
Scott Mansell 131c65c41e NullVideo: Fix up Visual studio solution.
Turns out visual studio really wants tabs in it's solutions.
2016-06-26 14:30:14 +12:00
Pierre Bourdon c1fa1e6749 Merge pull request #3923 from leoetlino/ciface-small-cleanup
ControllerInterface: Small cleanup
2016-06-26 04:03:33 +02:00
Mat M e31a4d1f07 Merge pull request #3813 from degasus/null_video
Null: Initial release of null video backend
2016-06-25 20:14:28 -04:00
Matthew Parlane 5ba3e641ea Merge pull request #3933 from delroth/fixed-size-queue
FixedSizeQueue: modernize (std::array, std::move)
2016-06-26 10:31:07 +12:00
degasus fdbda7b7dd Null: Create Visual Studio project file.
Why is this so stupid on linux.....
2016-06-25 22:40:23 +02:00
degasus 59e4882af3 nullvideo: initial release of null video backend 2016-06-25 22:40:23 +02:00
Léo Lam 8678133e87 ControllerInterface: Switch to std::shared_ptr
Small cleanup by using std::shared_ptr and getting rid of
ciface.Devices() which just returned the m_devices (which defeats the
point of making m_devices protected).

Incidentally, this should make the code safer when we have
different threads accessing devices in the future (for hotplug?).

A lot of code use Device references directly so there is
no easy way to remove FindDevice() and make those unique_ptrs.
2016-06-25 21:46:39 +02:00
JosJuice 10682dbf58 Merge pull request #3934 from JosJuice/comment-formatting
Undo some comment formatting changes from b5104a7
2016-06-25 18:45:53 +02:00
JosJuice 1878605d77 Undo some comment formatting changes from b5104a7 2016-06-25 18:07:10 +02:00
Pierre Bourdon 9081d029e3 FixedSizeQueue: modernize (std::array, std::move) 2016-06-25 17:39:54 +02:00
Chris Burgener 88dbaf1fa5 Split Video Dumps on Resolution Change 2016-06-25 11:39:41 -04:00
Anthony Serna 64cf74abb4 Merge pull request #3678 from rukai/dolphinQtPropertiesDialog
DQt2: properties dialog - info tab
2016-06-25 10:31:46 -05:00
Anthony Serna 384637bdb8 Merge pull request #3740 from rukai/dolphinQtToolbarWidth
DolphinQt2: Set a minimum width for toolbar buttons + fix stop button
2016-06-25 10:16:46 -05:00
Rukai b5104a79f1 GCVolume: supports reading all opening.bnr information
DQT2: Game properties dialog contains info tab giving information about the selected iso.
2016-06-26 00:03:59 +10:00
dhust b707e199c2 constexpr added to BitSet.h. conflicts solved 2016-06-25 10:58:53 -03:00
Rukai e82e4a62c1 DQt2: Set a minimum width for toolbar buttons + fix stop button
Using a minimum width is a good compromise between
setting all buttons to the same width
and letting them all decide their own width.
This is because the small buttons are kept tidy and regular
while allowing the biggest buttons to fit their contents.
2016-06-25 23:58:04 +10:00
Matthew Parlane afa202738e Merge pull request #3865 from leoetlino/third-party-wiimotes
Change Bluetooth device discovery on Linux to use LIAC (updated #3327)
2016-06-26 00:17:57 +12:00
Matthew Parlane a7448271a9 Merge pull request #3892 from leoetlino/ciface-synchronisation
ControllerInterface: Add synchronisation
2016-06-26 00:17:08 +12:00
Léo Lam 9b075556ea Fix a small formatting issue 2016-06-25 13:46:53 +02:00
Léo Lam d3e2ae35ff ControllerInterface: Add synchronisation
Since we may have to add/access devices from different threads, this
adds synchronisation to anything that touches m_devices.
2016-06-25 13:46:53 +02:00