degasus
6e2fe72b8f
D3D: also uses VideoCommon constant buffer handling
...
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus
7c14463d11
ogl: implement useful constant buffer upload
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this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus
4377618438
VideoCommon: keep a copy of the const buffer in VideoCommon
...
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
degasus
0753ce5bda
ogl: use GL_RGBA instead of GL_RGBA8
...
8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly.
Also we don't rely on exact 8 bit resolution.
2013-10-12 16:34:06 +02:00
Ryan Houdek
2f0aca2055
[ARM] Fix the JITILArm and JITArm dispatchers from comex's recent changes.
2013-10-12 08:30:26 +00:00
Ryan Houdek
0556193442
Build fix for previous commit.
2013-10-11 21:45:44 -05:00
Ryan Houdek
cf7521dc36
[Android] Make Tegra 4 output graphics that aren't visually appealing.
2013-10-11 21:42:07 -05:00
comex
78a4dbced8
Remove more unused stuff.
2013-10-09 21:37:29 -04:00
comex
8962b9606b
One shudders to imagine what inhuman thoughts lie behind that code.
...
(Read_Opcode_JIT and Write_Opcode_JIT read/write from unrelated memory
areas.* Rename the latter and refactor.)
*except at the one specific exception handler where it doesn't. I
have no idea what this is supposed to do, but it probably doesn't do
it correctly. For now, remove the exception.
2013-10-09 21:37:29 -04:00
comex
2e32f11f03
Remove "deprecated" and unused function Read_Opcode_JIT_LC.
2013-10-09 21:37:28 -04:00
comex
5847e26d34
Minor JitCache cleanup.
2013-10-09 21:37:28 -04:00
comex
86f2e1734a
Make JIT_UNLIMITED_ICACHE always on.
...
(1) The alternative doesn't compile.
(2) Despite "unlimited" sounding like a hack, it's actually
significantly more correct then the alternative, which is no
emulated icache.
(3) Easier to wrap my head around.
2013-10-09 21:37:28 -04:00
Ryan Houdek
715d5ae8a7
Merge branch 'JitArmIL'
...
This implements a partial JITIL based off of the JIT64IL. It's enough to run most games, albiet at a slow speed.
Implementing instructions for this IL is really simple since it basically is just enabling based on what is already in JIT64IL, and then enabling each individual IL instruction.
2013-10-09 23:16:07 +00:00
Ryan Houdek
7bc4838243
Add the Arm JITIL to DolphinWX.
2013-10-09 23:09:18 +00:00
Ryan Houdek
bd79603c66
[ARM-JitArmIL] Enable a bunch of instructions.
2013-10-09 23:03:39 +00:00
Ryan Houdek
f5e1b4659a
[ARM] Clean up LSL, LSR, and ASR emitters, we don't need a separate instruction for each to support registers.
2013-10-09 22:57:31 +00:00
Ryan Houdek
4914665429
[ARM-JITArmIL] Remove the SystemRegisters file.
2013-10-09 20:59:15 +00:00
Rachel Bryk
cc05f66ba1
Don't prepend file:// in wxUtils::Explore() on windows. Wxw will just remove it, and/or blow up trying to remove it, if the path isn't ascii.
...
Fixes issue 6721.
2013-10-09 16:18:33 -04:00
Rachel Bryk
99c89ae109
Fix unicode support for File::Rename() on windows.
...
Partial fix of issue 6721.
2013-10-09 15:33:21 -04:00
comex
d5e40bfb01
Don't waste time looking up the block if enableBlocklink is off anyway.
2013-10-09 15:01:55 -04:00
Matthew Parlane
414ed6ef63
C.K. should fix his website before throwing stones at obsolete xml.
2013-10-09 23:56:16 +13:00
Matthew Parlane
fbcc41c18e
Fix references for OGL, SW and D3D.
2013-10-09 23:49:00 +13:00
Matthew Parlane
935ed814ea
Missed a accept error handler.
...
Init instead of memset.
2013-10-09 23:35:29 +13:00
Matthew Parlane
f811dbb575
Fix accept() bug, which was using the wrong isRW for error conversion.
...
Also fixed a debug issue where local_name is used uninitialised.
2013-10-09 22:16:04 +13:00
Ryan Houdek
932586f743
[JitArmIL] Fix Windows build?
2013-10-09 00:55:43 +00:00
Ryan Houdek
4263f062b0
[JITArmIL] Fix JITIL compiling on x86.
2013-10-08 19:16:27 -05:00
Ryan Houdek
ce5dbfe7a7
[ARM-JITArmIL] Begin merging of the two IL cores in to a common source base.
2013-10-08 19:23:37 +00:00
Ryan Houdek
a0f2183424
[ARM-JITArmIL] Provide the necessary instructions to allow the JitArmIL to actually run. Disable branch instructions as well for now since one is wrong somewhere.
2013-10-08 16:42:33 +00:00
Ryan Houdek
7dd8deecec
[ARM] Update the ArmEmitter with a bunch of NEON emitters. This adds around 47 instruction emitters if I counted correctly. None well tested at this point. On going to add all the NEON emitters.
2013-10-08 10:17:01 +00:00
Matthew Parlane
4a0745799f
Missed OGL includes apparently.
2013-10-08 18:03:33 +13:00
Matthew Parlane
eb480a406c
Fix Windows vcxproj files.
2013-10-08 17:52:18 +13:00
Ryan Houdek
0236ba3f86
[ARM-JITARMIL] CMP optimization. Int3 IR. DownCount added.
2013-10-07 23:25:13 +00:00
Jasper St. Pierre
9920362581
Fix MSVC project files
...
yay relative paths
2013-10-07 18:50:21 -04:00
Jasper St. Pierre
a7c7208103
Put Plugins/ in Core/, rename to VideoBackends
2013-10-07 10:37:01 -04:00
Ryan Houdek
a4eab75d15
[ARM] Beginning of JitArmIL JIT recompiler. This code is entirely based off of magumagu's work with the JIT64IL. This puts down the base needed for the recompiler. Starfield actually runs quite a few blocks being mysteriously dying while most other games just exit out due to an instruction not being done yet. A lot of this code can be tidied up and actually shared between the two IL recompilers but isn't yet done.
2013-10-07 14:25:07 +00:00
comex
d6f0ecebb4
Fix updating the register even if an exception occurred in MMU mode.
2013-10-07 02:34:38 -04:00
comex
a9908fdf09
Fix build issues on OS X i386.
2013-10-07 02:16:51 -04:00
Ryan Houdek
c054049712
Fix PixelShaderGen from the previous commit.
2013-10-06 21:54:09 -05:00
Ryan Houdek
26c38648ec
[Android] Missed a few things for PowerVR544MP3 'support.' It doesn't actually get any video output on it just like Tegra 4.
2013-10-06 21:51:41 -05:00
Ryan Houdek
d4bd5fde71
Only emit the texgens if they are used, not every single time do all of them.
2013-10-06 21:32:05 -05:00
Tony Wasserka
ed88cf6cad
Removing more references to D3D9.
2013-10-06 13:37:10 +02:00
Tony Wasserka
5de6726658
Remove another D3D9 reference.
2013-10-06 13:30:59 +02:00
Tony Wasserka
d198fee21b
Remove more references to D3D9...
2013-10-06 13:30:59 +02:00
Tony Wasserka
61ed40749f
Shader generators: Remove any references to D3D9 and cleanup the affected code.
2013-10-06 13:30:56 +02:00
Tony Wasserka
0e2e71e483
Remove some now unused VideoConfig settings.
2013-10-06 13:28:46 +02:00
Tony Wasserka
3b188b0481
VideoConfigDiag: Update video backend description to reflect the D3D9 removal.
2013-10-06 13:28:45 +02:00
Lioncash
0d4df39e1f
Remove D3D9 related files.
...
Cf. issue 6167 for a list of shortcomings that made us decide on removing the backend.
2013-10-06 13:28:41 +02:00
Ryan Houdek
6bdcde9dd6
[Android] Tegra 4 'support.' This brings up the OpenGL backend to support Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
...
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
2013-10-06 03:12:29 -05:00
skidau
2b08172a45
Corrected the XMM0 processing for pairedStoreQuantized in the x86 build.
...
Updated the PC for the fifo writes processing in the less common case.
2013-10-06 16:31:34 +11:00
Matthew Parlane
8722b9cfb5
Missing break for IOCTL_ES_DELETETITLECONTENT
2013-10-06 16:22:44 +13:00
Lioncash
a7d073b0da
[Core] Simplify a loop within function Run() in Interpreter.cpp. The increment variable for the for loop is never used at all, so it's sensible to replace it with a while loop.
2013-10-05 14:38:21 -04:00
skidau
2d00c3a4f8
Added code to update the PC before doing a fastmem write. Fixes games with freezing and FIFO errors since r2a339c926e43c11f7b9acc8d3af202f0be54e2b0.
2013-10-05 23:23:49 +10:00
comex
6498a77362
Fix storeSingleFloat stack alignment.
2013-10-05 07:56:57 -04:00
comex
21a114ec28
...Forgot the XMM regs for x86.
2013-10-05 01:17:34 -04:00
comex
144d7e5500
Fix build-breaking typo.
2013-10-05 01:08:08 -04:00
skidau
8324510d65
Removed the IOSVersion check (caused some Wii games like Battalion Wars 2 not to boot).
2013-10-05 13:07:40 +10:00
skidau
b7d1c03c8a
Added a check for the IOS version before overriding the OSGetResetCode() function.
...
Fixes issue 6700.
2013-10-05 12:41:59 +10:00
comex
f6c0fb7bbe
Merge branch '6663'
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Should fix some fastmem-related bugs and possibly improve performance a bit.
2013-10-04 21:19:40 -04:00
comex
a51eb5fd19
Fix idle skipping.
...
It incorrectly continued to test EAX after it was changed to load
directly to the assigned register.
Also switch from a flush to ABI_PushRegistersAndAdjustStack, to avoid
needless flushing in the no-idle case.
2013-10-04 20:33:39 -04:00
comex
3679f9ba60
Don't push registers before pairedStoreQuantized, that's dumb.
...
And fix some stuff up. It would probably be good to unify the stack
handling some more rather than having ABI_PushRegistersAndAdjustStack do
part of it and ABI_AlignStack the rest, causing unnecessary subtract
instructions on Linux x86 (only).
2013-10-04 15:48:06 -04:00
LPFaint99
8c103a8dee
ChooseMemcardPath bugfix: check for a directory separator before converting an absolute path to a relative path.
...
if the exe directory and the save directory had the same prefix, .../dolphin emulator/... and .../dolphin/... the path would previously have been incorrectly changed
2013-10-04 11:31:22 -07:00
comex
a91469ffa5
Fix stfd, which was broken in the fastmem writes commit.
2013-10-03 18:22:35 -04:00
comex
5e4665301b
Finish replacing ThunkManager with ABI_PushRegistersAndAdjustStack.
...
As part of that, change SafeLoadToEAX to SafeLoadToReg, and have JitIL
use that, which should fix fastmem on JitIL.
This should also fix a potential stack corruption issue with x86.
2013-10-03 18:22:35 -04:00
comex
a53dc6f981
Remove profiled re-JIT support in JitIL.
...
It's extremely unsafe, unused (not exposed in the GUI and not present in
any gameconfigs), and mostly obviated by fastmem. Although this type of
thing could theoretically be useful someday for fastmem support with
MMU, it's probably not the best way to do it, the existing
implementation is way too simplistic, and it can always be dug up to
provide support for a new implementation if needed.
Not like it's a big deal to keep it working, but it really seems
pointless.
2013-10-03 18:22:12 -04:00
comex
3b0c0e2500
Trap to the debugger properly after BackPatch failure.
2013-10-03 18:21:29 -04:00
Ryan Houdek
fe3d0c9aa2
[ARM] Disable subfic, it prevents Wind Waker from booting into a save game.
2013-10-03 06:43:16 +00:00
comex
cb3afe8f70
Warning fixes:
...
- Don't use %lu for size_t; they're different on Linux x86.
- has_warned_about_drivers is only used on win32, so only declare it
there to avoid a unused variable warning.
2013-10-02 20:48:37 -04:00
Lioncash
1ec4894bc5
[Common] Abstract out the decode5A3Image and decodeCI8Image functions in BannerLoaderGC, BannerLoaderWii, and GCMemcard into ColorUtil.cpp. Makes for less copied code and remains functionally the same.
2013-10-02 18:18:54 -04:00
Matthew Parlane
cd99e5e3a6
mtspr fall through to interpreter not needed for basic SPRs
2013-09-30 23:43:11 +13:00
Matthew Parlane
d261dfaf46
Upgrade libusb to 1.0.16
2013-09-30 18:36:54 +13:00
Ryan Houdek
3c53f2e5e0
[Android] Fix Fastmem on Android 4.2
2013-09-29 20:53:32 -05:00
comex
1a008b9e62
Fix use of ABI_GetAlignedFrameSize.
2013-09-29 16:36:26 -04:00
comex
ccbf2ac21a
Match ABI_AlignStack with ABI_RestoreStack properly.
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The relevant function is entirely unused, so it shouldn't have any
effect.
2013-09-29 14:59:13 -04:00
Rachel Bryk
b0200219dd
Add literally a million blank inputs in netplay when a wiimote changes reporting mode, just to make nsmbw sync.
2013-09-28 23:39:29 -04:00
comex
853392b790
Use a separate section for enabled Gecko codes, like AR.
...
This properly fixes default gecko codes.
It makes perfect sense to have two separate cheat windows and two
separate code paths for the different code formats, right?
2013-09-28 23:38:40 -04:00
comex
f57ff0a569
Support a gcm revision-specific game ini for cheats + partially fix gecko codes in default ini.
...
The local ini is not revision-specific because it would require renaming
everything. Meh.
2013-09-28 23:38:25 -04:00
comex
1ed06f1dc4
Reset wxTAB_TRAVERSAL.
...
Fixes issue 3903.
2013-09-28 23:00:56 -04:00
Rachel Bryk
9c53a21c18
Allow setting DSP settings via game ini.
2013-09-28 08:31:28 -04:00
Rachel Bryk
785171abb4
Change iTLBHack to a bool.
...
It is only used as a bool.
Fixes issue 6668.
2013-09-28 08:07:23 -04:00
Rachel Bryk
cbd366236a
Allow loading save states via drag and drop.
2013-09-27 08:38:12 -04:00
skidau
9a2c7df8dc
Added a small disc access delay to fix the missing music in Super Monkey Ball 2.
2013-09-27 20:35:27 +10:00
comex
bea76ac129
No need to std::move a return value. Thanks Billiard.
2013-09-26 21:15:35 -04:00
Lioncash
4542b9fcbb
[Core] Fix a memory leak in NetPlayServer.cpp in function OnData().
2013-09-26 15:42:22 -04:00
Ryan Houdek
e37cb1fc76
Implement CR1 for the intepreter. To be honest I have no idea why this was never done previously, all it is is copying four bits from the FPSCR register to CR1. This fixes issue 2390.
2013-09-26 18:09:25 +00:00
Ryan Houdek
4efc3e6c8f
Quick build fix.
2013-09-26 07:50:24 +00:00
Ryan Houdek
feaf65f2ae
[Android] The dynamic UBO access isn't actually fixed, contrary to what rev cd646d8e236 said. I presumed it fixed with v4x drivers, but I didn't have the LG G2 with me to test 100% at the time. This won't afflict any Adreno device with v4x drivers since UBOs are disabled for them since they are _broken_.
2013-09-26 07:46:56 +00:00
comex
ecca0045a9
Fix Imm8 check.
...
(I blame whoever made it take a u8 despite logically being a s8.)
2013-09-25 14:29:17 -04:00
Ryan Houdek
691f76b826
[ARM] Implement CR1 setting for the few floating point instructions that I have setting the flags. For the rest, drop to interpreter if it sets CR1. At that point it'll spam a panic alert. I don't quite understand why Interpreter and JIT64/IL don't do this yet, it's a simple 4 bit copy.
2013-09-25 18:17:05 +00:00
comex
54843ad1e8
Need to reload from XMM0 in this case.
2013-09-25 14:16:20 -04:00
Rachel Bryk
74ee85aaac
Fix linux, attempt 2.
2013-09-25 06:22:11 -04:00
Rachel Bryk
f77b3ccf8a
Fix linux, probably.
2013-09-25 06:13:44 -04:00
Rachel Bryk
93f7622e16
Fix changing wiimotes when starting netplay.
...
AccessWiiMote() crashed for some users. Not sure why...
2013-09-25 05:44:16 -04:00
comex
ebe4448749
Save only the registers that need to be saved rather than going through ProtectFunction.
2013-09-25 03:15:53 -04:00
comex
2a339c926e
Fastmem writes for x86-64.
2013-09-25 03:15:53 -04:00
comex
18abc33306
2x banner images!
2013-09-25 03:06:27 -04:00
Ryan Houdek
624c92f97e
[ARM] fresx/fnmaddsx/fselx/frsqrtex/fnmaddx implementations.
2013-09-25 03:00:57 +00:00
Ryan Houdek
ae75f92b2a
[ARM] psq_lx/psq_lux/psq_stx/psq_stux implementations. Four more instructions that JIT64 doesn't have.
2013-09-25 02:22:52 +00:00
Ryan Houdek
cd646d89e2
[Android] The issue with the dynamic UBO access on Adreno platforms was fixed with v41 of the video drivers. v41 and above of the video drivers fix the spiky polygon problems that are noticed ingames.
2013-09-25 01:50:02 +00:00
Ryan Houdek
357a7707a6
[ARM] ps_cmpu0/ps_cmpu1/ps_cmpo0/ps_cmpo1 implementations.
2013-09-24 21:13:33 +00:00
Ryan Houdek
74bc855f20
[ARM] ps_res implementation.
2013-09-24 21:00:50 +00:00