Commit Graph

20932 Commits

Author SHA1 Message Date
EmptyChaos 9d8f373016 VideoSoftware: Don't Init the PixelEngine twice
PixelEngine is initialized by InitializeShared()
2016-09-03 15:12:41 +10:00
EmptyChaos 3a85aa9817 EXI_DeviceMemoryCard: Use CoreTiming/DoState correctly
CoreTiming gets restored before ExpansionInterface so CoreTiming
events need to already be registered before the save state loading
begins. This means that the callbacks must be registered
unconditionally instead of on-demand.
2016-09-03 14:55:45 +10:00
EmptyChaos fb5537213a CoreTiming: Document initial startup behavior
Events don't update the downcount until after the first Advance(),
thus Advance() must be called once before scheduling works normally.
2016-09-03 14:55:45 +10:00
EmptyChaos 59465911d7 CoreTiming: Fix scheduling into the past
ForceExceptionCheck messes up the downcount and slice length if the
callback is scheduled into the past (g_slice_length becomes negative)
2016-09-03 14:55:44 +10:00
EmptyChaos ac63e54473 [UnitTests] Add CoreTimingTest 2016-09-03 14:55:44 +10:00
EmptyChaos aa16282516 Core: Change CoreTiming event key from int to EventType*
Replace 'int' keys with something that carries type information.
Performance is neutral.
2016-09-03 14:55:44 +10:00
EmptyChaos f15e4fb35e WII_IPC: Fix reregistering CoreTiming callback multiple times.
Separate state reset from Init().
2016-09-03 14:55:43 +10:00
EmptyChaos 17c34ae0b1 CoreTiming: Data structure cleanup
Replace adhoc linked list with a priority heap. Performance
characteristics are mostly the same, but is more cache friendly.

[Priority Queues have O(log n) push/pop compared to the linked
list's O(n) push/O(1) pop but the queue is not big enough for
that to matter, so linear is faster over linked. Very slight gains
when framelimit is unlimited (Wind Waker), 1900% -> 1950%]
2016-09-03 12:46:14 +10:00
EmptyChaos b88b188819 CoreTiming: Cleanup naming conventions 2016-09-03 12:46:14 +10:00
Markus Wick da82389347 Merge pull request #4172 from phire/software_fog_error
VideoSoftware: Fix unsigned overflow bug in fog
2016-09-02 09:53:44 +02:00
Scott Mansell 0e7424b359 VideoSoftware: Fix unsigned overflow bug in fog
Was causing fog errors on the left half of the screen.

Only appeared to affect visual studio builds, GCC did the correct
thing.
2016-09-02 10:12:44 +12:00
Jules Blok d072d6d336 Merge pull request #4170 from Armada651/float-abs
VertexShaderManager: Explicitly use floating-point variant of abs.
2016-09-01 19:03:03 +02:00
Markus Wick f33a6d42c9 Merge pull request #4171 from Armada651/static-mutex
PixelEngine: Add missing static specifier for `s_token_finish_mutex`.
2016-09-01 18:34:30 +02:00
Jules Blok 9fb6f93ca1 PixelEngine: Add missing static specifier for `s_token_finish_mutex`. 2016-09-01 17:28:48 +02:00
Jules Blok 376cadb862 VertexShaderManager: Explicitly use floating-point variant of abs.
Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
2016-09-01 17:23:07 +02:00
JosJuice ec428756a6 Merge pull request #4169 from Armada651/dvd-triforce
DVDInterface: Remove unused Triforce buffer.
2016-09-01 17:20:20 +02:00
Jules Blok 73b05b339b DVDInterface: Remove unused Triforce buffer. 2016-09-01 17:15:43 +02:00
Jules Blok 50984d85b0 Merge pull request #4164 from Armada651/sonic-clipping
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
2016-09-01 15:28:09 +02:00
Mat M b7933c49b6 Merge pull request #4167 from EmptyChaos/fix-d3d-x3014
VertexShaderGen: Fix D3D11 X3014 compile error
2016-09-01 02:34:37 -04:00
EmptyChaos e0d4dc6fed VertexShaderGen: Fix D3D X3014 compile error
float2 requires 2 parameters in HLSL apparently.
2016-09-01 14:43:19 +10:00
Jules Blok 15a009706d Merge pull request #4143 from Pringo/capitalize
Fix Graphics Settings Capitalization
2016-09-01 03:21:24 +02:00
Jules Blok 2ab9e5e610 Merge pull request #4165 from lioncash/global
Backends: Remove unnecessary references to the renderer global
2016-09-01 03:20:31 +02:00
Jules Blok 9a660fdf18 Merge pull request #3707 from OrN/proj_stq-zz
Fix bug with texture coordinate q value being 0
2016-09-01 01:41:03 +02:00
Jules Blok debaf63fe8 VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
Lioncash ec7114a658 OGL: Remove unnecessary renderer global references 2016-08-31 14:19:56 -04:00
Lioncash 168e145fae D3D: Remove unnecessary renderer global references 2016-08-31 14:17:22 -04:00
Lioncash 9e26ef4aa8 D3D12: Remove unnecessary renderer global references 2016-08-31 14:14:51 -04:00
Preston Smith 94cbe0c12a Comments 2016-08-31 06:40:50 -05:00
Preston Smith e6ccd0729f Revert postMat movement 2016-08-31 02:14:51 -05:00
Preston Smith 89b1d613cc Remove else in software renderer 2016-08-30 18:33:27 -05:00
Preston Smith e0a1ab9027 lint fix 2016-08-30 18:33:26 -05:00
Preston Smith 8f69de51ca inputform ABC1's q value is defaulting to 0
This is causing the 0 divide case to run when source row is using tex0-7 and inputform is ABC1.
2016-08-30 18:33:25 -05:00
Preston Smith 767f56d7c8 Software renderer fix 2016-08-30 18:33:24 -05:00
Preston Smith 5a6b876dbd Hardware renderer fix 2016-08-30 18:33:23 -05:00
Scott Mansell def0b42fb7 Merge pull request #4161 from OrN/wxwidgets-build-fix
Fix wxWidgets build for 32-bit arch
2016-08-31 11:29:04 +12:00
Preston Smith f212d856b3 Fix wxWidgets build for 32-bit arch 2016-08-30 18:17:17 -05:00
JosJuice 081cad709a Merge pull request #4046 from CharlesCorrin/master
GameSettings - Fix flickering cutscenes in Castlevania - The Adventure ReBirth
2016-08-30 18:27:52 +02:00
Jules Blok 9c51b2748b Merge pull request #4158 from Armada651/null-texture
TextureCacheBase: Handle textures loaded from address 0x0.
2016-08-30 16:49:34 +02:00
Jules Blok 92920c4005 TextureCacheBase: Address 0x0 is valid, don't you dare ignore it. 2016-08-30 16:45:49 +02:00
Scott Mansell efac0cf8fe Merge pull request #4156 from phire/interlaced_panic
VideoInterface: Fix panic alert on interlaced fields.
2016-08-29 23:10:55 +12:00
Scott Mansell c4786ad70e Merge pull request #4151 from phire/fix_lswx
Fix bug in interpreter's lswx. Was overwriting extra register.
2016-08-29 23:10:23 +12:00
Scott Mansell 17e64b75a5 VideoInterface: Fix panic alert on interlaced fields.
For some reason this was only showing up in video software.

Not sure why.
2016-08-29 23:08:23 +12:00
Scott Mansell fc2b0e0f45 Simplify lswx loop. 2016-08-29 22:57:37 +12:00
Scott Mansell fc969388f0 Merge pull request #4152 from aldelaro5/debugger-font-fix
Fix the Debugger font not appearing on the captions of panes
2016-08-29 11:17:59 +12:00
aldelaro5 cd515911c0 Fix the user font not appearing on the captions of panes
Both those in the code window and the ones that appears when the user select edit perpective.  The one that isn't fixed by this is in edit perspective mode, when the user drags a panel out and it becomes a floating window.
2016-08-27 21:29:03 -04:00
Jules Blok 916bfdedbf Merge pull request #4147 from Armada651/accurate-depth
GameSettings: Remove forced slow depth from fixed titles.
2016-08-28 01:59:31 +02:00
Scott Mansell 967c371d7a Zero case behaviour confirmed by hardware test
Modify comments to reflect this
2016-08-28 09:48:29 +12:00
Scott Mansell ab3eedcc33 While I'm here, stswx should wrap too. 2016-08-27 14:15:43 +12:00
Scott Mansell 5b47635b3f Fix bug in interpreter's lswx. Was overwriting extra register.
When n was a multiple of 4, the old implementation would overwrite
the following register with 0.

This was causing Not64 to crash.

Thanks to Extrems for spotting this.
2016-08-27 14:15:42 +12:00
Jules Blok 35a270d2a8 TextureConversionShader: Don't use the float specifier in shader code. 2016-08-24 17:42:32 +02:00