Commit Graph

5346 Commits

Author SHA1 Message Date
skidau 5e2fd45203 Merge fix 2012-03-20 21:01:15 +11:00
skidau a60a0825a3 Merged 'FifoBusy' branch. Thanks
to marcosvitali.

Added an external exception check when the CPU writes to the FIFO.  This allows
the CPU time to service FIFO overflows.  Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2".  Thanks
to marcosvitali for the research.

Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).

This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.

Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts.  Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.

Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.

Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.

Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.

Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.

Fixed ReadWriteDistance calc when CPRead > CPWrite.

Added Token and Finish cause to GP Jit checking.

Additional cleanup in CommandProcessor.



Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
2012-03-20 19:37:25 +11:00
Matthew Parlane 14ea442382 srawx fixed thanks to boo toe. 2012-03-20 19:51:42 +13:00
Shawn Hoffman c0992cc73e Build fix:
Don't use isascii() - just do it ourselves
Bump required wxw version (for shared libs)
There still seems to be linking issues on some linux distros, I can't reproduce it though...
2012-03-19 23:16:01 -07:00
Shawn Hoffman dd5df17688 forgot to save my buffer :( 2012-03-19 12:07:47 -07:00
Shawn Hoffman cf52029b51 Check if the game's ID is valid before accessing it to set the ntsc u/j register. Prevents discs without a real ID from crashing dolphin. 2012-03-19 11:12:40 -07:00
Shawn Hoffman ff6023df27 Change wxString(<string>, wxConvUTF8) method of creating unicode from filenames to wxSafeConvertMB2WX()
(Just applied to FrameTools.cpp for now)
Allows one to properly restart Pokémon by hitting play :P

Ignore non-ASCII strings passed to DisplayMessage(). These strings would end up going to renderer display and statusbar/titlebar, which can't handle them properly.
2012-03-19 10:37:15 -07:00
Shawn Hoffman 4a1e8ba30a sigh...fix #ifdefs in last commit... 2012-03-19 07:46:23 -07:00
Shawn Hoffman 05c964e6d6 wxw3: OSX can use the same method of hiding cursors as MSW 2012-03-19 07:40:27 -07:00
Shawn Hoffman 35a5a3b9d4 Fix "Hid cursor" causing a wxWidgets warning 2012-03-19 06:54:02 -07:00
Shawn Hoffman c3a537728f Don't allow wiimote config while in Gamecube mode
Fixes crash when attempting to open emulated wiimote config in Gamecube mode
2012-03-19 06:03:23 -07:00
Matthew Parlane 418f46ea72 Fixed memory leak. And added braces to match the rest of the switch statement in FileIO. 2012-03-19 18:08:16 +13:00
marcosvitali 20eca1bf7e Ive fixed definitely Pokemon XD in dual core mode. This game is doing something not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If the game do that on breakpoint the solution can fail.
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
2012-03-18 22:54:58 -03:00
Andrew de los Reyes d6d52920ec Fix segfault in LogWindow on Mac
Commit 9ddb67d4a9 seems to have
introduced a segfault on Mac. The issue is that it this change casts
wxConvCurrent (which is a wxMBConvLibc) to a wxCSConv. This is an
unsafe cast because wxCSConv has member variables, but wxMBConvLibc
does not.

In LogWindow.cpp, the constructor for m_SJISConv is dereferencing one
of those member variables, which is a dereference of uninitialized
memory!

This CL reverts to the older (non-crashing) constructor, but keeps the
behavior the same.
2012-03-18 15:11:34 -07:00
Shawn Hoffman c5d746f3d8 remove scons files from VS projects 2012-03-18 06:41:12 -07:00
Shawn Hoffman 483d15a9c3 fix Common lib re-linking all the time
rename wxBase28 project to wxWidgets
2012-03-18 05:47:55 -07:00
skidau cfbcaa2cc6 Linux build fix 2012-03-18 23:37:38 +11:00
Shawn Hoffman d9a7510937 forgot to add wxwidgets3 vcxproj to git, since it was masked by gitignore...
fix up misc warnings and build errors
2012-03-18 03:30:03 -07:00
Shawn Hoffman ff63c689d6 wxMSW no longer allows overriding OnPaintDrawImages, so remove the msw-specific drawing code from the GameListCtrl (it's rendered correctly by default) 2012-03-18 02:33:03 -07:00
Shawn Hoffman c3d13b048c build against wxWidgets3 from Externals on Windows.
use Externals version of libpng on Windows.
2012-03-18 02:31:19 -07:00
Matthew Parlane 8479d5bdf7 Some code clean up. I am terrible at coding styles... 2012-03-18 21:50:07 +13:00
Matthew Parlane 6fe495e1aa Fixed Pokepark 2! Maybe... :D Don't trust save states, although I think they are correct. File fd's were too large. Let me know if file related loading stops working in some games. fds are many to 1, not 1 to 1. ES has two instances available at a time. Sadly a clean up requires changing IWII_IPC_HLE_Device Constructor, as a deviceID doesn't make much sense per device. I won't do this until we have less branches :| 2012-03-18 21:00:23 +13:00
Shawn Hoffman 8bdf93a15c fix logwindow crash 2012-03-17 21:51:24 -07:00
Shawn Hoffman 1fbf2e38c4 wxw implements wxEVT_THREAD itself now 2012-03-17 21:50:40 -07:00
Shawn Hoffman a648aca65c wxWidgets3: update to svn r70933 2012-03-17 21:47:47 -07:00
skidau 05692b1e7e Sped up to the Dolphin debugger by not checking for breakpoints when stepping.
Fixed the JIT cache, invalidating one instruction length at a time.
Fixed a bug where the JIT cache did not get invalidated when stepping.
Disabled fused instructions in the debugger.
2012-03-16 20:08:05 +11:00
skidau 8ed6ea3b07 Sped up the Dolphin debugger in JIT mode by splitting a block only while stepping or when it contains a breakpoint. The block is invalidated when a breakpoint is set or cleared.
Fixed a bug in the JitCache where the JIT icache was not being invalidated when a block containing the instruction was destroyed.
2012-03-15 21:48:19 +11:00
skidau 0ed8af2287 Forced reload of the native Gecko Code handler if the game overwrites it.
Fixes issue 5225.
2012-03-13 23:41:40 +11:00
skidau dc79d68e72 Added the corresponding change from r352ab2ba4394 into JITIL.
Tidied some code.
2012-03-13 22:35:11 +11:00
Matthew Parlane b37c468039 Fixes issue 5269
Sorry guys but I needed to disable stfs so that Pokepark 2 would not freeze(?). Feel free to put some effort in to finding out why, I do not understand Jit sorry.
2012-03-13 23:42:30 +13:00
marcosvitali 352ab2ba43 Improved the CheckException for the GatherPipe writes in JIT, now only the External Exceptions are processed.
We Didn't Check 0x0008000 in PowerPC::ppcState.msr this was killing the performance, this also fix a hang when this check is performed.
SMG for example.
Deleted the HiWatermark condition from GPFifo.
Please test games affected in this  Revision 9e649ce798, and games affected in this Revision b0f75f17ae.
I do not want to excite the game players of 'The Las Story', but Could test again the random hangs with this rev?

Thanks
2012-03-13 01:44:10 -03:00
marcosvitali fedf6055ce I've fixed Super Monkey Ball in some cases when the game write the WriteReadDistance need to be safe like the SafeCPRead.
This fix is not related with the previous commits, but the previous commits help me to see that because in the new scenery SMB was hanging. May be in the past also doesn't boot some times because of that.

Please Test FZero boot also. Thanks.
2012-03-11 12:40:39 -03:00
skidau bf76b802a7 Fixed the in-built Dolphin profiler. 2012-03-10 16:24:13 +11:00
marcosvitali 104603467b This commit fix games hanging because of my prior Revision c2e6fdf09f
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f and surely others games.
2012-03-09 18:58:23 -03:00
marcosvitali 41652d6b1f I've fixed Metroid Prime 3 and 2 desync. And other games with desync because of FIFO Reset.
That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right way.
I didn't test Metroid 2 desync reported in Issue 4336 but I think is the same.
About the flickering in MP2, I don't know for my is not related or yes, but you can test anyway.

Fixed Issue 3902

Well now the FIFO is 99.99% finished :)
2012-03-09 01:33:29 -03:00
marcosvitali c2e6fdf09f - I've fixed possibles random hangs in DC mode.
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
2012-03-08 02:47:55 -03:00
LPFaint99 6fc8cdf12d revert r90a2096a24f4 behavior changes in PixelEngine.cpp. Thanks to Autoran1 for finding the responsible commit. Fixes Scrubbing Serena Beach Countdown in both SC and DC.
Fixes issue 1498.
2012-03-07 20:08:14 -08:00
Matthew Parlane 880992b10f Fixed DoState and removed unneeded class variable. 2012-03-07 00:22:55 +13:00
Matthew Parlane 53d2d9718f Fixes issue 2917 and possibly others like 5232 2012-03-06 23:32:13 +13:00
Matthew Parlane e8e2c241d7 delroth pointed out that it should be "starts with" not "contains". Unlikely this has ever affected anyone.... 2012-03-06 23:31:59 +13:00
Matthew Parlane 614c43029f fixed files so they can have more than one handle opened at a time. 2012-03-06 23:31:48 +13:00
marcosvitali b0f75f17ae This release still fixed the hangs produced by fifo overflow without sacrifice performance.
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-03-05 02:40:10 -03:00
skidau a53916ff5d Changed the detection of FIFO write addresses to writes at the gather pipe boundary. This speeds up games which frequently write to the gather pipe like the pre-rendered movies in The Last Story.
Added some code to unlink invalidated blocks so that the recompiled block can be linked (speed-up).
2012-03-04 23:42:33 +11:00
skidau 5de8366db2 Made the invalidation of the FIFO write JIT blocks more selective (efficient). Fixes the slowdown in the House of the Dead: Overkill cutscenes. 2012-03-04 08:10:46 +11:00
Henrik Rydgard f5d4fe0bfe Fix some minor bugs pointed out by PVS Studio (thanks!) 2012-03-03 20:07:20 +01:00
skidau 874e17e504 Added the corresponding change from r9e649ce79850 to JITIL. 2012-03-03 15:41:55 +11:00
skidau 9e649ce798 Added additional checks to ensure that only a FIFO breakpoint exception is handled. This fixes the hangs in games like de Blob, Xenoblade and Super Mario Galaxy introduced by r9e398fd41802. 2012-03-03 14:26:39 +11:00
skidau 9e398fd418 Added an external exception check when the CPU writes to the FIFO. This allows the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks to marcosvitali for the research.
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
2012-03-02 18:53:41 +11:00
Jordan Woyak ee09def802 Merge branch 'cpp11' 2012-02-28 00:28:13 -06:00
Jordan Woyak 38823b6371 Add comment here so people know what's up. 2012-02-28 00:27:16 -06:00
NeoBrainX c3293b1a1c Improvement to revision b8bef29bcc .. :P 2012-02-25 10:59:00 +01:00
skidau b8bef29bcc Fixed a divide by zero error in the hash functions 2012-02-25 20:36:49 +11:00
Jordan Woyak f92d1e1e93 fix some clang compilation errors 2012-02-24 14:25:02 -06:00
Jordan Woyak 8a8dc77ef1 enable c++11 compilation in cmakelists 2012-02-24 14:19:24 -06:00
Jordan Woyak f15aeb26b3 Use an auto typed variable in IniFile.cpp 2012-02-24 19:20:17 -06:00
NeoBrainX 3a9fed0ba2 PixelShaderGen: Fix a bug introduced in revision 9adc119e3c.
D3D11: Fix shader constant mapping.
2012-02-21 12:51:41 +01:00
NeoBrainX 9adc119e3c PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)

This is basically the same as revision e58692653a, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX e58692653a PixelShaderGen: Use correct texel to pixel mapping when sampling textures
(D3D9 only)

Fixes issue 2068.
Fixes issue 5158.
2012-02-17 17:09:17 +01:00
parlane bea635d1d5 Fixes issue 5214 for real! 2012-02-15 20:56:50 +00:00
LPFaint99 643770bff9 more work towards correct file importing
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:53 -08:00
LPFaint99 e68b892cc6 more changes from u8[] to u16/u32
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:45 -08:00
LPFaint99 ebdab914cb Change UpdateCounter to u16
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:34 -08:00
LPFaint99 0aeb94d3be disable changing a dentry to "broken file" before removing it, the ipl does not always do this
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:18 -08:00
LPFaint99 3d20c57458 Update directorys and BlockAllocs correctly, use the most uptodate directory/bat instead of always the first
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:03 -08:00
LPFaint99 1fe67e19ab use BAT for block locations instead of assuming nonfragmented blocks *untested*
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:45 -08:00
LPFaint99 8355363dcd change the data section from a plain array to a vector of blocks (arrays of 0x2000)
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:23 -08:00
LPFaint99 dfe890e8f1 pass by reference instead of pointer in several places,
return std::strings instead of filling a buffer,
move gci filename generation to a function inside gcmemcard instead of the gui code
 change all functions that do not modify the object to const

Conflicts:

	Source/Core/Core/Src/HW/GCMemcard.cpp
	Source/Core/DolphinWX/Src/MemcardManager.cpp

Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:10 -08:00
LPFaint99 d5c393fe96 initial work on displaying, exporting, and deleting from
memory cards that have gaps in the fst

Conflicts:

	.gitignore
	Source/Core/DolphinWX/Src/MemcardManager.cpp

Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:38:55 -08:00
LPFaint99 98993bfbd3 fix the twocardsloaded settings, correctly disables the copy functions when only one card is loaded
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:38:44 -08:00
Andrew de los Reyes c9dfcf8cf7 Add Support for Wii Motion Plus INSIDE Wii Remotes on Mac OS X.
This patch makes a few changes necessary for support for the new Wii
Remotes:

- For all OSes:
  - Adds a new bool member variable m_motion_plus_inside to identify
    the new Wii Remotes.
  - If we have a new Wii Remote, use a head byte of 0xa2. We could
    just change this behavior for all Wii Remotes, but an existing
    comment suggests that would break 3rd party Wii Remotes.

- On Mac OS X:
  - Expand the search criteria for the bluetooth scan. This is
    necessary because the new Wii Remote identifies with minor class
    kBluetoothDeviceClassMinorPeripheral2Gamepad, but the old Wii
    Remotes use minor class
    kBluetoothDeviceClassMinorPeripheral2Joystick (1).
  - Send commands on the interrupt channel, not the control
    channel. The new Wii Remotes require this; old ones are compatible
    with this. Note: 3rd party Wii Remots are untested with this
    change; the hope is they are still functional.
  - Get the name of the bluetooth device and see if it ends in
    "-TR". If so, set a member variable so we know it's the new kind
    of Wii Remote.

This should fix issue 5011 for Mac OS X:
http://code.google.com/p/dolphin-emu/issues/detail?id=5011
2012-02-09 11:42:42 -08:00
skidau 25eae39b7c Rearranged the SSE detection. Patch by lordlyhobo.
Fixes issue 5172.
2012-02-06 20:51:24 +11:00
skidau 8f83a89416 Removed the busy-wait from DSP LLE on thread. Reduces the CPU usage in this scenario by around a third. 2012-02-05 17:18:11 +11:00
skidau c53283185d Added an error check for invalid contents in ES_OPENCONTENT. Fixes Jungle Speed and Doc's Punch Out.
Fixes issue 3035.
2012-02-05 16:16:33 +11:00
NeoBrainX 0bbb112298 Merge branch 'texcache-preload'
For further info, see revision 56ccfc5d9d4defb308e02a71d201aee9eef0a76e.
2012-02-04 13:19:48 +01:00
NeoBrainX 439613b833 TextureCacheBase: Remove a superfluous TODO (texture hashing takes care of that stuff) 2012-02-04 13:01:52 +01:00
skidau ea2e0e9063 Added the HID2.WPE condition to dcbz. Fixes issue 5114. 2012-02-04 13:25:04 +11:00
NeoBrainX eb01a110c9 Implement texture preloading 2012-02-03 21:21:13 +01:00
NeoBrainX dabb35afce Prepare texture preloading support 2012-02-03 21:20:34 +01:00
NeoBrainX 20a4735b4d Update some license headers. 2012-02-02 14:02:39 +01:00
LPFaint99 5cfb03da26 Merge branch 'variousSmallFixes' 2012-02-01 16:50:09 -08:00
LPFaint99 d6de53f235 convert name, notes and creator to wxstring using *wxConvCurrent instead of FromAscii. fix issue 5069 2012-02-01 00:09:24 -08:00
LPFaint99 a78c5f984f download codes for virtualconsole titles 2012-02-01 00:09:23 -08:00
LPFaint99 a0d6d68243 sysconf SetArayData use the minimum of the buffersize or the dataLength 2012-02-01 00:04:18 -08:00
LPFaint99 8e332948bf less log noise from CNandContentLoader 2012-02-01 00:04:06 -08:00
LPFaint99 c3e46d5b45 partial fix for issue 4742 2012-02-01 00:03:57 -08:00
LPFaint99 60594c079d allow just ejecting the disc by canceling the file dialog 2012-02-01 00:03:49 -08:00
LPFaint99 303d1b83eb minor cleanup to /dev/es, fix for grabbing titleid from the disc, and es_gettitledir 2012-02-01 00:03:41 -08:00
LPFaint99 3fb42f6bb6 split adding the ticket to its own function (installing a wad) 2012-02-01 00:03:16 -08:00
NeoBrainX d1605abfa9 Add license header for TextureCacheBase files 2012-01-31 19:52:02 +01:00
NeoBrainX 1446fb33d5 TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type" 2012-01-31 19:52:02 +01:00
NeoBrainX cf899781f9 TextureCacheBase: Update and improve documentation for EFB copies 2012-01-31 19:52:02 +01:00
NeoBrainX b34b6e47f2 TextureCacheBase: Remove a redundant variable 2012-01-31 19:52:02 +01:00
NeoBrainX 9fed10fc75 Remove SaveTexture declaration in VideoCommon since it's only actually defined in OpenGL 2012-01-31 19:52:02 +01:00
NeoBrainX 3b38295cbd TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX 67129404dd TextureCacheBase: Small bugfix
Added documentation for hybrid EFB copy stuff
2012-01-31 18:09:35 +01:00
NeoBrainX 5239ba88c9 TextureCache: Remove unsafe texture cache 2012-01-31 18:09:35 +01:00
NeoBrainX 8c2d87f668 TextureCacheBase: Move around stuff, add some TODOs 2012-01-31 18:09:35 +01:00
NeoBrainX 93dbd93a8d TextureCacheBase: More cleanup... 2012-01-31 18:09:35 +01:00
NeoBrainX 0c1e015ec3 TextureCacheBase: Small change 2012-01-31 18:09:35 +01:00
NeoBrainX f68ee87e0e TextureCacheBase: De-uglify texcache entry lookup even more + documentation 2012-01-31 18:09:35 +01:00