John Chadwick
a791733c27
Fix invalid C++ code (returning reference to local) - thanks devm33.
2013-08-13 14:47:32 -04:00
Lioncash
3cc8f7747e
[Android] Main title text for the file browser items are bolded again. Must have removed it accidentally during the previous large refactor.
2013-08-13 14:32:46 -04:00
Lioncash
53bf55b1e9
[Android] Make the file browser look much more nice and user friendly to use.
...
This is what it now looks like: http://i.imgur.com/KOZgA1i.png
As usual, if any bugs arise from this rather large change. Please report it so I can fix it.
2013-08-13 13:05:42 -04:00
Lioncash
8fbf11a0d9
[Android] Add translatable="false" to the names of the string arrays in prefvalues.xml.
2013-08-13 12:10:42 -04:00
Lioncash
a8fcd50cd7
[Android] Integer.toString isn't required in this string declaration. Concatenation handles this.
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For example: "string" + 1 will just be concatenated as "string1" implicitly.
2013-08-13 10:09:42 -04:00
Lioncash
debd5b42cf
[Android] Clean up function SupportsGLES3 in PrefsFragment.java a little bit.
2013-08-13 09:48:18 -04:00
Lioncash
2015484c24
[Android] Some tiny cleanups in DolphinEmulator.java
...
- Join variable declaration and assignments in function onTouchEvent()
- Change a for-loop into a foreach loop in dispatchGenericMotionEvent(). Makes the loop body a single statement.
2013-08-13 09:23:11 -04:00
Lioncash
0916d0797c
Simplify asset copying code a little bit in DolphinEmulator.java
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Since the directories are already cached (with smaller variable names), use these instead so we can shorten the length of each line.
2013-08-13 09:13:46 -04:00
Lioncash
e3617a55a0
[Android] Clean up the function CopyAsset in DolphinEmulator.java.
...
[streamtype].flush() is called when [streamtype].close() is called.
No need to null the references either after calling close(), the garbage collection will take care of it.
2013-08-13 08:58:50 -04:00
Lioncash
2d7244f6d5
[Android] Change the name of a variable in FolderBrowser.java to better reflect its purpose
...
Compressed file formats are not valid, so it's best to rename this to invalidExts.
2013-08-13 08:50:21 -04:00
Lioncash
b823983199
[Android] Multi-language support (or at least the basic foundation of it).
...
Added an example translation (Japanese). So now the Android version can both display in English and Japanese, depending on what the Android device's system language is set to.
Also did a tiny clean-up of InputConfigItem.java so that the parameters are slightly more descriptive.
Now, to do a translation in [x] language, all you have to do is take the normal English strings.xml and translate the XML entries into said language, and simply make a folder in the /res/ sub-directory in the form of values-[region code]. IE) With the Japanese translation, it is in the folder /res/values-ja
No configuration other than that is needed. After doing the above, the language should load fine on any device when set to that specific system language.
By default, if a translation file does not exist for a given system language. The app will automatically fall back to using the English translation.
This *should* be bug-free since I did check everything multiple times. But if any issues occur, please report them so that I can fix them.
2013-08-12 21:22:20 -04:00
Rodolfo Bogado
9e0fc8b42d
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 21:32:25 -03:00
Lioncash
3b272d81b4
[Android] Use a HashMap in PrefsFragment.java instead of two CharSequence arrays.
...
This way, we hold the [key|value] pairs together in one object and reduce overall code clutter.
2013-08-12 19:41:23 -04:00
Lioncash
00b034f991
[Android] Seems like InputConfigFragment.java also had explicit list indexing. Removed it from here too.
2013-08-12 15:32:52 -04:00
Lioncash
68e12407a5
[Android] Remove unnecessary explicit indexing of entries in a List within AboutFragment.java
...
Indexes are handled internally within a List object.
2013-08-12 15:16:15 -04:00
NeoBrainX
057551ada7
Software Renderer: Show each backend's display name instead of its short name in the config dialog.
2013-08-12 18:30:42 +02:00
NeoBrainX
c05aa0141d
ShaderGen: Optimize out most function calls for uid generation.
2013-08-12 18:30:42 +02:00
NeoBrainX
fe2ca814c5
LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.
2013-08-12 18:30:42 +02:00
NeoBrainX
22d9736787
ShaderGen: Static inline everything.
2013-08-12 18:30:42 +02:00
NeoBrainX
69a5a79c03
PixelShaderGen: Optimize shader uid data order.
2013-08-12 18:30:42 +02:00
NeoBrainX
7a1940020d
VertexShaderGen: Optimize shader uid data order.
2013-08-12 18:30:41 +02:00
Rodolfo Bogado
5948665cd6
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 10:30:19 -03:00
Jasper St. Pierre
d0084cb41d
Main: Fix code that creates the BIOS subdirectories
...
We need to ensure that the file path ends with DIR_SEP, as
File::CreateFullPath is a very naive function.
2013-08-12 06:23:58 -04:00
Ryan Houdek
958590beaa
[Android] Fix OpenGL ES 3 detection on Nexus 10. Nexus 10 defaults to GLES1 context when not specified while Adreno defaults to GLES2. Thanks to Jeremy D Miller for noticing and finding out why this was failing.
2013-08-12 04:44:08 -05:00
NeoBrainX
4c22e1264e
PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
...
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
Ryan Houdek
7f3c06de27
[ARM] Add a few instructions.
2013-08-12 02:52:56 +00:00
Rodolfo Bogado
f4000b6b42
Add the ability to force Dual Source Blending in the configuration file.
...
this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
Rodolfo Bogado
f217004499
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-11 18:44:45 -03:00
Jasper St. Pierre
22b3c26654
Main: Create BIOS subdirs of GC userdir on load
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So that users don't get confused about where to place the BIOS files
2013-08-11 14:33:26 -04:00
Jasper St. Pierre
d0729983b0
Check for GC BIOS in userdir before sysdir
2013-08-11 14:13:45 -04:00
Jasper St. Pierre
b5c2737c9f
IniFile: Don't parse comments after the [Section] brackets
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This is non-standard behavior. We won't fail to parse, but we now
won't write them back out either.
2013-08-11 11:32:10 -04:00
Jasper St. Pierre
0eaea5f4df
IniFile: Remove support for comments anywhere but the beginning of lines
...
The MS INI parser and most other INI parsing libraries APIs only support
comments at the beginning of lines. Right now, some Game INI files use sections
like:
[OnFrame]#Add memory patches here
But these section headers are parsed separately, so this should not break
them.
2013-08-11 11:30:52 -04:00
Rodolfo Bogado
a1d8d8ce87
fix for 4x super sampling AA.
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make the distance of the samples from the center smaller to minimize errors.
2013-08-11 12:26:20 -03:00
Rodolfo Bogado
3066d8471e
Mark the Direct3D9 backend deprecated.
...
sadly one important functionality is impossible to implement correctly in this backend(zcomplock).
Still, I will try to fix as many issues as i can.
2013-08-11 11:55:13 -03:00
Ryan Houdek
4ed8972c30
[ARM] Implement andx, andi_rc, and andis_rc.
2013-08-11 08:21:17 +00:00
Ryan Houdek
42aef24d78
[ARM] IMM support for all integer instructions that call ComputeRC. Small FPS gains everywhere.
2013-08-11 07:41:23 +00:00
Ryan Houdek
ef83d03dc0
[ARM] Fix ori again.
2013-08-11 05:07:20 +00:00
Jordan Woyak
a279001472
Remove "-0" from stable version numbers in a more foolproof manner for vs and cmake builds.
2013-08-10 17:19:19 -05:00
Jordan Woyak
951d8e356a
Remove some non-catastrophic IPC_HLE wiimote related PanicAlerts. We have logging for this.
...
Fixed issue 6464.
2013-08-10 16:50:12 -05:00
NeoBrainX
eed36cbf78
D3D11: Implement zcomploc for hardware supporting D3D 11.0.
2013-08-09 22:20:35 +02:00
Ryan Houdek
805009abca
Fix a merge fail that happened when I merged in Android. It is just a bit of duplicate code, no issues came from it.
2013-08-09 19:01:27 +00:00
Pierre Bourdon
0aa9308006
Revert "Fix a memory leak in ExpressionParser.cpp"
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This reverts commit cce809ac90
.
The code was actually correct: "expr" is never allocated when an error is
returned. This means when the expression parser fails, deleting "expr" means
deleting an uninitialized pointer.
2013-08-09 10:46:11 +02:00
Rachel Bryk
90d454d22f
Remove -0 from stable release version numbers.
2013-08-08 23:59:53 -04:00
Pierre Bourdon
9ea01aa7a8
Use a multibyte-neutral codepage when calling *printf on Windows.
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More explanation in code comments.
Fixes issue 4046.
2013-08-09 00:17:48 +02:00
Lioncash
cce809ac90
Fix a memory leak in ExpressionParser.cpp
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Because there's a return here, expr should be deleted since it's not assigned to anything before returning.
2013-08-08 17:56:15 -04:00
NeoBrainX
72abe7c654
Fix a stack corruption in ExtendedTrace.
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Fixes issue 6454.
2013-08-08 20:29:20 +02:00
degasus
a6fd2c8227
fix lightning for inconsitent config
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It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
Lioncash
9d0554e4a6
Free two memory leaks in ArmCPUDetect.cpp
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Char pointers aren't freed after use.
Fixed this in PPSSPP a few days ago. Forgot to check here for the same thing until now.
2013-08-06 18:17:54 -04:00
degasus
dc23a076be
disable emulate format changes on glsl120
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The current shader uses bit operations which aren't supported by glsl120.
A workaround with round + frac + lots of additions would be possible, but unreadable.
So I think it isn't worth
But this fixes the annoying shader compilation error message
2013-08-06 10:34:30 +02:00
Rachel Bryk
88212fba67
Add new Netplay headers to the VS project.
2013-08-05 23:15:53 -04:00
Ryan Houdek
873987bc99
[ARM] Some initial support for immediates in integer. Plenty more to go.
2013-08-05 19:48:15 +00:00
Ryan Houdek
4752eae677
[ARM] Fix IMM support in the register cache.
2013-08-05 18:33:51 +00:00
Jasper St. Pierre
9f90cbee19
NetPlayServer: Close the socket when we're done with it
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This would allow a new socket to be created with the same port after
we close it. However, we can't reuse it immediately because of the TCP
TIME-WAIT state.
2013-08-05 06:43:27 -04:00
Jasper St. Pierre
59ab60f37f
NetPlay: Supply every player's ping data to the client
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This means that we now have feature parity with the combined server
before.
2013-08-05 06:12:56 -04:00
Jasper St. Pierre
a3a222bf5b
NetPlay: Remove NetPlay.h / NetPlay.cpp
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Now the server and client implementations are entirely separate.
2013-08-05 05:05:06 -04:00
Jasper St. Pierre
9e63cebc93
NetPlay: Remove the base NetPlay class
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It's only used by the NetPlayClient. For now, keep around NetPlay.cpp,
but we'll remove that soon.
2013-08-05 04:56:30 -04:00
Jasper St. Pierre
3b32d3c90d
NetPlay: Split the server out, and make the local system manage a client as well
...
This should be transparent, but it may cause regressions.
The idea here is that now all players, including the host of the server,
talk to the server through TCP/IP networking. This significantly reduces
our codepaths through netplay, and will prevent strange local-only bugs
from happening.
The cleanup isn't 100% finished yet. The NetPlay dialog still drives the
server through private APIs. I eventually want to sanction off the server
entirely, so all communication is done through TCP/IP. This will allow us
to have high-traffic public servers that can relay multiple games and
lobbies at a time, and split off channel and game management to people
other than the host.
This is all still just a pipe dream, though.
2013-08-05 04:42:26 -04:00
Jasper St. Pierre
9e8655fa1f
NetPlay: Remove some dead code
2013-08-05 04:25:16 -04:00
Ryan Houdek
25fc0c27f3
[ARM] Make sure to flush a register location. IMM still doesn't work...
2013-08-05 07:15:15 +00:00
Ryan Houdek
f2e43f47a4
[ARM] Add support for IMMs to the GPR reg cache. Not yet using it since it doesn't quite work
2013-08-05 05:26:32 +00:00
Ryan Houdek
f485d96b0b
[ARM] Remove Fastmem. It is buggy and may never have the potential to work correctly.
2013-08-05 05:26:32 +00:00
Jasper St. Pierre
0e0f0aec6e
Core: Remove dead code
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We never call SetState with CORE_UNINITIALIZED, and always call
Core::Stop() directly.
2013-08-05 00:03:15 -04:00
Ryan Houdek
db93b516b0
[ARM] Missed flushing our register caches in mtmsr. This would cause a buttload of problems, including the suspected ori being wrong issue. So flush caches and reenable ori.
2013-08-05 02:15:25 +00:00
Ryan Houdek
bafed349e8
[ARM] dcbst implementation.
2013-08-04 17:44:59 +00:00
Ryan Houdek
522d38d080
[ARM] Implement cmpl
2013-08-04 17:33:43 +00:00
Ryan Houdek
f690be3e94
[ARM] Disable ori since it breaks Wind Waker.
2013-08-04 17:05:53 +00:00
Rachel Bryk
af71100867
Save DSP on thread setting to config cache when booting.
...
Fixes issue 6451.
2013-08-04 02:34:39 -04:00
Pierre Bourdon
28e12a4198
Change the OSX CFBundleIndentifier to use the proper domain name
2013-08-03 18:37:57 +02:00
Ryan Houdek
cf8e8c91b6
[ARM] Implement lha and fix lfs.
2013-08-03 00:48:45 +00:00
Ryan Houdek
ca7fb9f38e
[ARM] Fix VCVT F32<->F64 encoding.
2013-08-03 00:48:44 +00:00
Rachel Bryk
f58edd018c
Remove a couple files which have apperently never been used for anything.
2013-08-02 20:46:07 -04:00
Rachel Bryk
541106d611
Increase number of save state slots to 10.
2013-08-02 20:42:30 -04:00
Ryan Houdek
7d187dc597
Change a glClear in the OpenGL renderer to improve performance on Mali chips.
2013-08-02 23:19:16 +00:00
Ryan Houdek
ab0f42636d
[ARM] Push new ArmEmitter changes from PPSSPP. Mostly Fixes a few VFP/NEON instruction encodings.
2013-08-02 23:18:44 +00:00
Rachel Bryk
c1baed086d
Fix hotkeys.
2013-08-02 16:14:34 -04:00
degasus
8f1a2bf43b
fix c&p error
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This error could change dual vs single core setting
2013-08-02 14:21:34 +02:00
Glenn Rice
95c234ceb3
Merge branch 'join-wiimote-scanning-thread'
2013-08-01 07:19:00 -05:00
Glenn Rice
be76dc153b
Re-add the HandleWiimoteDisconnect calls to the RealWiimote::Shutdown
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routine. This is needed to actually disconnect real wiimotes and delete
the corresponding wiimote objects when the app exits.
2013-08-01 07:16:51 -05:00
Rachel Bryk
8c5bc2ba3c
Allow setting dsp on thread via game ini.
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Also force TWW to LLE and no dsp on thread.
2013-07-31 21:35:22 -04:00
Glenn Rice
7aae59a766
Add comments to explain the usage of the WiimoteReal Stop/Shutdown
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routine usage.
2013-07-31 09:19:28 -05:00
Glenn Rice
01987be6b9
Make sure that WiimoteReal is really shutdown on app exit. Particulary
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ensure that the wiimote scanning thread is joined. This fixes a crash
on shutdown if scanning has been initiated.
2013-07-31 09:09:18 -05:00
Rachel Bryk
44d17b5da5
Add hotkeys to increase/decrease the frame limit.
2013-07-30 19:25:12 -04:00
Rachel Bryk
a33b1fcdc6
Make hotkeys for togglign IR, AR, efb copies and fog settings configurable.
2013-07-30 05:49:02 -04:00
degasus
4987f89ecc
simplify my last commit
2013-07-29 23:26:18 +02:00
degasus
d029fc2f9f
remove printf in shader uid generation
2013-07-29 20:52:24 +02:00
Pierre Bourdon
8529addcc6
Removing the 'Clearing code cache' OSD message in Release builds
2013-07-29 09:56:50 +02:00
degasus
531c299bde
fix movie player on linux
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thx @ delroth for the patch
2013-07-28 17:55:35 +02:00
Ryan Houdek
5d38a9c91e
[Android] Some minor cleanup.
2013-07-27 15:09:33 -05:00
John S. Peterson
9b20280bcf
Changing the Nunchuk stick axis from center to center + 1
...
if the other axis isn't at center
because
* it's expected by some emulated programs
2013-07-26 23:47:50 -04:00
John Peterson
23f59a82f7
Adding Nunchuk stick calibration
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because it's useful for the hybrid Wiimote mode
2013-07-26 23:47:23 -04:00
Ryan Houdek
4aba0135e1
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
2013-07-26 21:49:48 -05:00
Ryan Houdek
952aa714fd
[Android] Another check for OpenGL ES 3.
2013-07-26 21:07:17 -05:00
Ryan Houdek
b6e9a75bdf
Good Job Windows. Fixes compiling...
2013-07-27 00:53:53 +00:00
Ryan Houdek
bab2534c36
Didn't mean to disable hacked buffer.
2013-07-27 00:51:26 +00:00
Ryan Houdek
8db9b61be6
Enable the shader cache on GLES3 now that the shaders compile fine on Mali and Adreno.
2013-07-27 00:42:20 +00:00
Ryan Houdek
f786f0f0c6
Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
2013-07-27 00:41:38 +00:00
Ryan Houdek
319e29e7d0
Add the new glBufferData stream buffer type to the streambuffer class which is hugely more efficient on Mali drivers.
2013-07-27 00:40:16 +00:00
Ryan Houdek
a9ebd7d3e5
Fix Android Build.
2013-07-26 15:02:03 +00:00
Ryan Houdek
6887a0c341
Change from using glDrawElements/glDrawElementsBaseVertex to glDrawRangeElements/glDrawRangeElementsBaseVertex. On Mali, this reduces a internal function usage from 8% to off the charts.
2013-07-26 14:51:04 +00:00
Rachel Bryk
bff2bc1288
Clear patches on shutdown.
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Fixes issue 6434.
2013-07-25 16:43:00 -04:00
Ryan Houdek
4deea2bcae
Revert "[Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released."
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This reverts commit bc58e7f42f
.
2013-07-25 19:35:01 +00:00
Ryan Houdek
bc58e7f42f
[Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released.
2013-07-25 18:45:40 +00:00
Ryan Houdek
3e697b363e
Fix an issue where TextureConverter.cpp was creating a renderbuffer with the wrong format. Also a few minor shader issues where they were using integers in place of floats.
2013-07-25 18:39:00 +00:00
Ryan Houdek
e0a5f7842e
Fix Mali-T604 shader compilation
2013-07-25 16:13:33 +00:00
Ryan Houdek
672871b3be
Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
2013-07-25 05:44:20 +00:00
Rachel Bryk
3f03588dec
Tas input works with bongos too.
2013-07-23 20:43:51 -04:00
Braden
ec148008d0
Clean up code for multiple GameCube Controllers
...
Conflicts:
Source/Core/DolphinWX/Src/Frame.cpp
Source/Core/DolphinWX/Src/FrameTools.cpp
2013-07-23 20:35:33 -04:00
Braden
59d6df7046
Adds Support for multiple GameCube Controllers
...
Conflicts:
Source/Core/DolphinWX/Src/Frame.cpp
2013-07-23 20:22:08 -04:00
Rachel Bryk
8a4b6f3d73
Forgot this from the last commit.
2013-07-23 19:55:17 -04:00
Rachel Bryk
9fdc7360cd
Fix L and R triggers with tas input.
...
Partially copied from revision 1be844406c
, but allows < fully pressed, and without the typo.
2013-07-23 19:44:43 -04:00
Jasper St. Pierre
09338c673c
FrameTools: Use the correct window handle for resizing the window
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We want to resize the OpenGL window, not the frame window.
2013-07-23 15:02:00 -04:00
degasus
0ba6d12e9d
fix a small uid awsome bug
2013-07-23 02:13:40 +02:00
NeoBrainX
9795d10dcb
OGL/SamplerCache: Treat lod_bias as a signed integer.
2013-07-22 18:24:56 +00:00
degasus
c6ae08fc39
implement emulate efb format changes on ogl backend
2013-07-22 15:41:10 +02:00
Jasper St. Pierre
a963c621dc
NetPlay: Sync across whether to save memcards or not
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There's no reason this shouldn't be synced other than laziness.
2013-07-22 07:29:15 -04:00
Jasper St. Pierre
6d463d1b67
NetPlay: Allow building a server without a game
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This isn't hooked up in the UI yet, but it will allow us to
basically start the server and chat system without choosing
a game.
2013-07-22 07:29:15 -04:00
Jasper St. Pierre
2631ec3cff
Core: Remove an unused var
2013-07-22 07:29:15 -04:00
degasus
15b8ac64ef
Implement zcomploc on OpenGL4.2+
2013-07-22 12:02:16 +02:00
Jasper St. Pierre
f693488c8a
InputConfigDiag: Save the configuration when pressing "OK"
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This fixes a common UI complaint of the control dialog UI.
Also, don't close the dialog if we have an error with the expression.
2013-07-22 03:19:38 -04:00
Jasper St. Pierre
bc17798ef2
InputConfigDiag: Add a simple error status label
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This tells you what you did wrong at a high level if you messed up.
2013-07-22 03:19:22 -04:00
Jasper St. Pierre
3c7f223aa1
Add "Q" / "E" as freelook keybindings
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To move the view up and down.
2013-07-22 00:14:42 -04:00
Jasper St. Pierre
52482115e1
Move in-game keybinding handling to a central location
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Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
Rachel Bryk
e742b32c65
Drag and drop.
2013-07-21 22:25:26 -04:00
Jasper St. Pierre
4981b7cdd3
VertexShaderManager: Make ProjectionHack private
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There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
Rachel Bryk
481c081db3
Merge branch 'possibly-useful-netplay-changes'
2013-07-21 13:33:14 -04:00
Ryan Houdek
82f7b20b91
There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders.
2013-07-21 12:00:20 +00:00
Ryan Houdek
83a79c28ca
Continuation of the previous commit. I missed a integer.
2013-07-21 11:27:26 +00:00
Ryan Houdek
6194234a54
Fix a issue in the texture conversion shaders that was multiplying an integer with a float.
2013-07-21 11:17:21 +00:00
Jasper St. Pierre
fec641d14a
X11: Don't do a round-trip to the server to figure out our size on configure
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Simply use the values from the event structure.
2013-07-21 01:59:40 -04:00
Jasper St. Pierre
01ff85506d
X11: Don't use a client event as a wrapper for XMoveResizeWindow
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Simply configure the window from here
2013-07-21 01:59:40 -04:00
Jasper St. Pierre
ca97b10dda
Actually link to XI2
...
No idea how this was working before
2013-07-21 01:59:40 -04:00
Jasper St. Pierre
bd7ca7625b
Fix up last commit
...
I forgot to git add this change.
2013-07-21 00:51:07 -04:00
Max Eliaser
fe2fe8b6cc
Clean up all the GetName methods for XInput2 controls.
2013-07-20 13:58:02 -08:00
Max Eliaser
9fbc5ff27c
Add X11 XInput2 input plugin, including MPX and with support for axis controls.
...
Based on the original XLib plugin, and thus shares some of its warts.
2013-07-20 13:58:02 -08:00
Rachel Bryk
41fe2e1466
Don't sync dual core setting in netplay.
2013-07-20 13:20:14 -04:00
Rachel Bryk
96219df4fd
Allow non-SIDEVICE_GC_CONTROLLER controllers in netplay again.
2013-07-19 22:58:33 -04:00
Rachel Bryk
e4767aec55
Sync some important settings with server during netplay.
2013-07-19 18:48:27 -04:00
Rachel Bryk
919e54c695
Automatically connect the appropriate controllers for netplay.
2013-07-19 15:53:20 -04:00
Rachel Bryk
0e1efd7d38
Poll the controllers with the same timing as movies for netplay. Might help prevent desyncs.
2013-07-19 15:01:04 -04:00
lioncash
2e92e3814e
[Android] Tiny cleanup regarding method indentation in GameListAdapter.
...
getItem() and getView were a little off-kilter with the rest of the class. Keeps things more consistent, etc.
2013-07-18 09:00:20 -04:00
Ryan Houdek
a3e289e802
[ARM] Reenable FMRX, it seems to work fine.
2013-07-17 04:29:17 -05:00
Ryan Houdek
86826b28dc
[ARM] Implement LFD. Reorder VFP register allocation a bit.
2013-07-17 04:23:38 -05:00
Ryan Houdek
dc66b3d474
Add Read_F32 and Read_F64 helper functions to MemmapFunctions.
2013-07-17 04:22:47 -05:00
Ryan Houdek
5147e5167b
[ARM] Implement xorx
2013-07-17 02:34:20 -05:00
Ryan Houdek
b30a697355
[ARM] Disable mfmsr. Implement stb and subfx.
2013-07-17 02:25:21 -05:00
Ryan Houdek
5899013876
[ARM] Implement MFTB
2013-07-17 01:35:07 -05:00
Ryan Houdek
fc6e06cb72
[ARM] Implement mfmsr
2013-07-17 01:25:06 -05:00
Ryan Houdek
bab3032185
On ARM Hosts, increase the instruction run count to 64bit. 32bit is /very/ quickly overflown.
2013-07-16 22:20:18 -05:00
Ryan Houdek
f4b414a9c1
Fix encoding issue with VADD(Integer)
2013-07-16 22:18:15 -05:00
Ryan Houdek
a1b9a4dc5e
[Android] Oops. Keep the screenOrientation setting to landscape.
2013-07-16 09:08:41 -05:00
Ryan Houdek
bd6218685f
[Android] Folder Browser a fragment as well. Removes the menu item for selected path, because it was just a confusing mechanic anyway. People just tap on the ISO in the browser anyway.
2013-07-16 06:59:07 -05:00
Ryan Houdek
d1baa8edd9
[Android] Change input configuration to a fragment.
2013-07-16 06:30:50 -05:00
Ryan Houdek
ee26564c65
[Android] In the About pane, show if the phone supports OpenGL ES 3. Makes it less confusing for users.
2013-07-16 05:43:45 -05:00
Ryan Houdek
023922cd5b
[Android] Start making it so the side pane is visible on all activities by converting them to fragments. Only Browse Folder and Gamepad Config remain. Fix a issue that Lioncash introduced where no games would show up in the folder browser or the game list.
2013-07-16 05:32:14 -05:00
Ryan Houdek
fbd67325a6
[Android] If one wants to use Android Studio. They can import the folder themselves.
2013-07-16 03:47:45 -05:00
Ryan Houdek
9123f58bd5
Check for IDIVA/IDIVT correctly. Cortex-A5 parts would have had this set since it supports VFPv4 but not IDIVA. Qualcomm Krait/Krait 300 still doesn't report in the kernel that it supports this.
2013-07-16 01:22:25 -05:00
Jasper St. Pierre
4c807fa7b4
Fix Device.h placement in VC++
2013-07-15 16:24:20 -04:00
lioncash
c35916a3e5
Add .dff FIFO logs to the list of valid extensions in FolderBrowser.
2013-07-15 10:01:04 -04:00
lioncash
0ba2594339
Use HashSets in FolderBrowser as well, like the last commit for GameListFragment.
...
Should have originally done this with the first refactor. My bad.
2013-07-15 09:58:54 -04:00
lioncash
13f30d1d1d
[Android] Simplify GameListFragment.Fill a little bit.
...
Made the filtering check against a HashSet of specified supported extensions.
Not only does this get rid of the multitude of checks for extensions in the if-statement, but it also makes for less typing in the future if new file extensions/formats are used. Simply add the extension to support to the set, and you're done.
2013-07-15 09:35:45 -04:00
lioncash
4e8c3b2f12
[Android] Make FolderBrowser.Fill look slightly nicer. Improve readability a bit.
...
- Added a basic function description.
- Modified the main parameter to be more informative of what should be passed. Helps people who read the codebase for the first time.
- Made a variable for storing the entry name so getName() isn't called a bunch of times.
- Added some comments to explain some parts.
- Rename the exception catch variable to ignored, since it currently isn't being used.
2013-07-15 09:16:20 -04:00
Ryan Houdek
c86480d082
[Android] Fix a null pointer exception.
2013-07-14 16:31:47 -05:00
Ryan Houdek
ea146627e6
[Android] Enable OpenGL ES 3 by default. Add in a modified GLES3/gl3.h header for supporting it.
2013-07-13 18:42:04 -05:00
Ryan Houdek
737df2a68c
Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.
2013-07-13 17:24:23 -05:00
Ryan Houdek
52cb398804
[Android] Actually push the library file to the correct location.
2013-07-13 10:32:23 -05:00
Jasper St. Pierre
b64e882ba5
ExpressionParser: Parse fully qualified control names correctly
...
Without clearing out the "accumulator" for the backtick parsing,
our control name was full of junk (the previous device name) causing
us to not correctly find the control.
Ensure that always we clear the "accumulator" string during backtick
parsing.
2013-07-12 13:26:09 -04:00
John Peterson
c52a583090
Removing reading of the emulated Wiimote state in the real Wiimote mode
...
because
* the purpose of the emulated Wiimote state in the real Wiimote mode is to store the real Wiimote state rather than synchronise with an emulated Wiimote
2013-07-11 19:11:36 -04:00
degasus
a1822a3aca
fix AudioCommon::Mixer Buffer indices
...
This fix the 1h32 audio bug which outputs static sound after 1h32.
The mixer is used for 32->48kHz resampling and as output buffer for the async audio backends.
So this buffer was indiced by a writing and a reading pointer and the count of samples in it.
As this is redundant and the sample count isn't accurate calculateable because of the interpolation,
both indices gets out of sync. So after some time (~92min), this buffer overflows and return only garbage.
thx @ moosehunter + delroth for debugging on this issue. You did the most work :-)
2013-07-11 21:22:38 +02:00
Ryan Houdek
95d4dc92c1
[Android] Show the OpenGL ES 3 backend video option only on devices that support it.
2013-07-11 11:22:02 -05:00
John Peterson
fd4a4410e5
Removing wait for real Wiimote connection
...
when
* opening the Wiimote configuration dialog
* booting from the emulated program entry point rather than a state
because
* it doesn't have meaning in these scenarios
* it has meaning when booting from a state
2013-07-11 11:32:14 -04:00
John Peterson
e36757bec1
Adding read data reply to the real Wiimote
...
because the emulated program expect it
2013-07-11 11:32:09 -04:00
Ryan Houdek
e1f641424d
[Android] Show JIT cores based on host arch.
2013-07-11 10:18:03 -05:00
Ryan Houdek
6e74d4b21d
[Android] Disable x64MemTools' backpatching. It isn't available on x86 anyway.
2013-07-11 09:00:08 -05:00
Ryan Houdek
012c32c14c
[Android] Undefine the swaps in Android completely, not just on ARM Android.
2013-07-11 08:58:10 -05:00
Ryan Houdek
33ca010115
[Android] Derp Squad. Show compressed files in the browse folder dialog. Show in red text and if one clicks on it. Say we don't support compressed file formats.
2013-07-11 03:57:24 -05:00
Glenn Rice
8b65775ee1
Fix a couple of compiler warnings that have cropped up.
2013-07-10 15:07:57 -05:00
John Chadwick
16cd26d177
Add UPnP support.
...
Feedback is in logs as suggested by skid_au. The checkbox is still there, but
mostly for people who would like to opt out (unfortunately, I can not be sure
how this feature may behave for some routers - there's a hell of a lot of bad
UPnP implementations.)
The Visual Studio stuff is a little messy, so I apologize if anything is a bit
off. I tested most configurations and it worked.
I also tested CMake on Debian Wheezy, Ubuntu Saucy, and Mac OS X Mountain Lion.
All seemed to be OK.
2013-07-09 18:08:43 -04:00
Ryan Houdek
379a15ba3b
Make confirm on stop default enabled.
2013-07-08 02:56:40 -05:00
Pierre Bourdon
22c80e1dc2
Fix ICC profiles in some of our PNGs (ic_drawer, Dolphin icon).
...
Also keep a PNG version of bin2c'd resources in order to make these kind of
changes easier in the future.
Fixes recent versions of libpng complaining loudly about our images.
2013-07-07 02:40:59 +02:00
Pierre Bourdon
9b128e9347
Disable LPF filtering in new-ax-hle
...
The current implementation is broken and this is a non critical feature.
Fixes new-ax-hle regression in Super Monkey Ball.
2013-07-06 14:35:19 +02:00
Pierre Bourdon
7b40874309
Implement AX command 0x11 (SET_OPPOSITE_LR)
2013-07-06 14:35:19 +02:00
Jasper St. Pierre
b2e7248b58
LogWindow: Fix a bad initializer
...
Since these defaults aren't used, don't bother specifying them.
2013-07-05 22:39:18 -04:00
Ryan Houdek
d584150851
Remove a warning from ARM includes already defining PAGE_SIZE and a warning in the FPR cache.
2013-07-05 20:56:17 -05:00
Ryan Houdek
7d6b36bf73
Fix most ARM warnings
2013-07-05 19:56:15 -05:00
Ryan Houdek
cdfd7905a0
[Android] Copy over DSP roms and font assets on build and first runs.
2013-07-05 19:18:33 -05:00
Ryan Houdek
c19858ca87
[Android] Instead of wiping shared preferences, set the default values so the settings are actually selected when going in to the settings menu.
2013-07-05 18:49:59 -05:00
Ryan Houdek
a610cdac8b
[Android] Fix Android 4.0 gamepad input.
2013-07-05 06:29:01 -05:00
Matthew Parlane
691900aa90
Disable encryption when checking Wiimote extension for scan.
...
This is for when we are checking if it is a Balance Board.
2013-07-03 23:05:30 +12:00
Matthew Parlane
998c4042c2
Add ability to dump Balance Board data to local udp port.
...
This probably won't work on Mac...
2013-07-03 23:05:29 +12:00
Lioncash
3de5b1bed9
Fix vendor retrieval for Tegra in VideoOGL.
2013-07-02 21:58:09 -04:00
Lioncash
03a47d3c6b
Fix a case where a boolean check (vector.empty()) was used when a clear (vector.clear()) was intended in ExpressionParser.cpp.
2013-07-02 21:42:44 -04:00
NeoBrainX
1f92ccc228
ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee
that caused some lighting issues.
2013-07-02 14:48:08 +02:00
Rachel Bryk
de369dcc60
Misc cleanup and fixes for some of the bad code i've written.
...
Fixes a buffer overflow in the sscanf, move the movie.raw to the GC folder, and stops calling GetSettings() twice.
2013-07-01 17:44:42 -04:00
Rachel Bryk
e4846de692
Add hotkeys for save/load state to/from file.
2013-06-30 19:01:30 -04:00
NeoBrainX
c34c82e7ae
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when
...
pixel lighting is toggled.
Same as revision f524312fd1
but done properly (why is our shader gen code this dumb?).
2013-06-30 14:27:04 +02:00
NeoBrainX
b8b5427ba4
VertexShaderGen: Fix a dumb regression from revision f524312fd1
.
2013-06-30 11:36:45 +00:00
Jasper St. Pierre
d5983b587e
InputConfigDialog: Don't show "..." for complicated expressions
...
Just show the actual expression. We need to do a bit of mangling
here as wx has no way to turn off mnemonics parsing, so do that
as well.
2013-06-29 18:28:14 -04:00
NeoBrainX
eb153cfded
PixelShaderGen: Fix a small early-ztest related bug.
2013-06-29 23:14:08 +02:00
NeoBrainX
99301bd158
PixelShaderGen: Store early_ztest as part of shader uid.
2013-06-29 23:01:42 +02:00
NeoBrainX
f524312fd1
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.
2013-06-29 23:01:42 +02:00
Jasper St. Pierre
1083d78721
InputConfigDiag: Put the colon after the device name
...
Oops. The dialog accidentally generated the wrong syntax for
this one.
2013-06-29 02:58:17 -04:00
NeoBrainX
e3c0a39d5d
Merge branch 'shader-uids-awesome-after-hours'.
2013-06-28 17:45:19 +02:00
NeoBrainX
166a9c5637
Finishing touches.
2013-06-28 17:43:53 +02:00
Jasper St. Pierre
11fdd5a4ec
ExpressionParser: Search for control names first
...
Otherwise, valid control names like "Cursor X+" would be incorrectly
tokenized as "`Cursor` `X` +", causing the parser to first abort trying to
find a control named `Cursor` rather than aborting with invalid syntax on
the bad binop.
We could also do this by resolving devices lazily, but since simple
control name bindings are going to be 90% of usecases, just look for these
first.
2013-06-27 10:51:19 -04:00
Ryan Houdek
72257d5f69
[Android] Support clicking on games in the folder browser to add the folder currently in. Mostly for derps that keep trying to run the game from the folder browser.
2013-06-27 04:47:39 -05:00
degasus
72d49e05a7
fix opengl debug build on win32
2013-06-27 10:34:53 +02:00
Jasper St. Pierre
a92f6f68d6
DInputJoystick: Fix compile
...
Whoops. MSVC++ messed up somehow and didn't tell me it didn't work
locally.
2013-06-26 23:26:21 -04:00
Jasper St. Pierre
cdb5b8b737
DInputJoystick: Always exclude XInput
...
Yeah, yeah, it's possible that some guy would try to build DInput
without XInput, but they're crazy, and I doubt it would have worked
since the header file mess was so fragile anyway. Always exclude
DInput devices when we don't have XInput.
2013-06-26 23:06:17 -04:00
Jasper St. Pierre
c11ae9ea4b
Revert "Core: Update default bound controls for new ExpressionParser"
...
This reverts commit 54e1b58199
.
We now support barewords control names, so use those instead.
Conflicts:
Source/Core/Core/Src/HW/WiimoteEmu/WiimoteEmu.cpp
2013-06-26 20:25:37 -04:00
Jasper St. Pierre
f53eefb491
ExpressionParser: Add support for simple barewords control names
...
If an expression can't be parsed normally, we then look to see if it's a
simple device name. This keeps backwards compatibility with simple input
ocnfigurations, where people just used the Detect button.
2013-06-26 20:19:23 -04:00
Jasper St. Pierre
03fdebac09
ExpressionParser: Don't crash when we can't find a device
2013-06-26 16:54:48 -04:00
Ryan Houdek
9edfb5c710
[Android] Disable OpenGL ES 3 EGL bit. This is due to drivers complaining(Which they should do) when they don't support GLES3. Qualcomm drivers don't care about it being ES2 or ES3 bit anyway. Intel drivers are untested in this code path, but GLES3 is untested entirely in desktop anyway.
2013-06-26 08:19:01 -05:00
degasus
99d32e756f
only provide ES2_compatibility workaround for non gles devices
2013-06-26 13:14:46 +02:00
Ryan Houdek
0037acbbaa
[Android] Actually copy Dolphin.ini correctly...
2013-06-26 05:32:56 -05:00
Rachel Bryk
63a747edc0
Add shortcut to (dis)connect the balance board.
...
Fixes issue 6383.
2013-06-26 06:23:29 -04:00
Ryan Houdek
06d721984d
[Android] Make the navigation drawer not so blindingly dark.
2013-06-26 04:58:34 -05:00
Ryan Houdek
fc0f347cea
[Android] Open the navigation drawer by clicking on the button. Woops, didn't realize that gmail did this as well.
2013-06-25 14:36:52 -05:00
Jasper St. Pierre
55950365e3
InputConfigDiag: Fix complex bindings with with left-click Detect
...
This fixes the binding of XBox 360 controllers and similar devices
with complex control names.
2013-06-25 15:05:53 -04:00
degasus
21ca344a21
provide GL_ARB_ES2_compatibility workaround
...
ES2 is in ogl core since 4.1, but not all drivers support it
2013-06-25 18:14:41 +02:00
Rachel Bryk
5904ffb21d
Fix last commit, and set the position on mouse down instead of mouse up.
2013-06-25 11:04:28 -04:00
Rachel Bryk
b892d838ff
Allow dragging the analog sticks with the tas input.
2013-06-25 10:52:25 -04:00
John Peterson
e250550de3
Removing muted Wiimote audio
...
because that reduce writes
2013-06-25 09:24:45 -04:00
John Peterson
9e779c22b3
Removing Wii input use of an unsaved state value
...
because that allow the complete state to be loaded
2013-06-25 09:24:33 -04:00
John Peterson
0fd3acd152
Saving real Wiimote state
...
because that's simpler than reconnecting
2013-06-25 09:24:14 -04:00
NeoBrainX
ba310ce096
PixelShaderManager: Revert code introduced mainly in revision 0fdeb81038
.
...
The shader constant usage profile functionality is still buggy and the code using it wasn't ever meant to be merged to master.
2013-06-25 13:37:38 +02:00
Jasper St. Pierre
748ee50536
Core: Fix a typo in the binding of IR Up
...
Whoops.
2013-06-25 01:58:22 -04:00
Jasper St. Pierre
54e1b58199
Core: Update default bound controls for new ExpressionParser
2013-06-25 01:46:13 -04:00
Jasper St. Pierre
89e84163c2
ExpressionParser: Fix delimiter scanning
...
We need to make sure we eat the delimiter, otherwise we'll notice
the colon / backtick and think it's either a new control or part
of the control name
2013-06-25 01:44:28 -04:00
Jasper St. Pierre
c5c86d17dc
InputConfigDiag: Use "..." for complicated expressions
...
The full expression is quite often too big for a simple button
label, so encourage people to use the full editor to edit it.
2013-06-25 00:58:31 -04:00
Jasper St. Pierre
62281fbfde
InputConfigDiag: Give the input text field a monospace font
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
03a835ec07
InputConfigDiag: Update for the new expression language
...
Modify the buttons and editor interface for the new expression
language, like the new op name for add, the new device name syntax,
and add new editing features, like simple selection behavior on
unary ops.
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
a42388d061
ExpressionParser: Support bare words for simple control names
...
Using backticks for all control names can get a bit grating,
so support "A & B" instead of requiring "`A` & `B`".
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
d2753cce66
ExpressionParser: Add support for the add operator
...
Use "+" instead of "^" this time.
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
6246f6e815
InputCommon: Add a new ExpressionParser to replace the old hack language
...
This contains a new, hand-written expression parser to replace the old
hack language based on string munging. The new approach is a simple
AST-based evaluation approach, instead of the "list of operations"
infix-based hack that there was before.
The new language for configuration has support for parentheses, and
counts "!" as a unary operator instead of the binary "NOT OR" operator
it was before. A simple example:
(X & Y) | !B
Explicit device references, and complex device names ("Right Y+") are
handled with backticks and colons:
(`SDL/0/6 axis joystick:Right X+` & `DInput/0/Keyboard Mouse:A`)
The basic editor UI that inserts tokens has not been updated to reflect
the new language.
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
877106b027
InputCommon: Split Device stuff out
...
The ExpressionParser needs this to be out of here to prevent issues
with cyclic references.
2013-06-25 00:58:30 -04:00
Ryan Houdek
143d2eccb4
[Android] Open drawer if there isn't anything in the game list, instead of on first run.
2013-06-24 12:17:31 -05:00
Rachel Bryk
970661a0c5
Warning fix.
2013-06-24 12:30:08 -04:00
Rachel Bryk
f73a97b242
Revert "fix warning: format '%x' expects argument of type 'unsigned int*', but argument 3 has type 'u8* {aka unsigned char*}'"
...
This reverts commit b9953f5d6a
.
2013-06-24 09:16:14 -04:00
Ryan Houdek
5f91998302
[Android] Add default Android config file
2013-06-24 01:42:35 -05:00
Ryan Houdek
852698ceef
[Android] On first run, open up the navigation drawer so people realize that there is a drawer.
2013-06-24 01:42:35 -05:00
Ryan Houdek
ae395639b0
[Android] Fix drawing on screen control setting being derpy at times.
2013-06-24 01:42:34 -05:00
Ryan Houdek
06b98225e7
[Android] 0.6 Release
2013-06-24 01:42:34 -05:00
NeoBrainX
597a6b34cb
Compactify VertexShader uid struct.
2013-06-23 19:29:02 +02:00
degasus
a2e132dd4b
small index generator optimiztions
...
- rewrite loops to not use divisions and multiplications
- remove warnings as the current implementations seems to be correct (ignore additional vertices)
2013-06-23 14:38:25 +02:00
Tetsuo55
b9953f5d6a
fix warning: format '%x' expects argument of type 'unsigned int*', but argument 3 has type 'u8* {aka unsigned char*}'
2013-06-23 11:03:30 +02:00
Ryan Houdek
eb579e4264
Merge in JP's change to fix audio stuttering with OpenAL.
2013-06-23 02:46:45 -05:00
Ryan Houdek
6bb7cc5fea
[Android] Add an about screen that shows build revision.
2013-06-22 22:54:36 -05:00
Jordan Cristiano
8cf515359c
fixed uninitialzed audio_size variable in WaveFileWriter
2013-06-22 23:24:05 -04:00
Jordan Cristiano
fafdc4fcef
DSBCAPS_GLOBALFOCUS allows sound to still play when the application is in the background. Other backends do this, so why not let dsound do it too.
2013-06-22 23:23:53 -04:00
Jordan Cristiano
911d73d85a
added new license header to missed audio source files
2013-06-22 23:20:48 -04:00
NeoBrainX
bdc28106ee
Optimize shader uid checks by checking the number of uid values which are actually used.
2013-06-22 21:47:22 +02:00
NeoBrainX
16ada5fa3d
Compactify generated UID generator assembly and generally cleanup code by storing tev stage hash values in a struct.
2013-06-22 21:47:22 +02:00
Ryan Houdek
d86185ca54
[Android] Fix ant build?
2013-06-22 08:06:39 -05:00
Ryan Houdek
2b9f79dff3
[Android] Remove SimonVT menudrawer library. Move to Google's support library for their navigation drawer support. Overall cleanup.
2013-06-22 07:45:05 -05:00
NeoBrainX
15943de313
Revert "Added optimizations to ClassifyFloat/Double functions in Mathutil.cpp and to PPCCache.cpp"
...
This reverts commit 7aae9ccbc0
.
Reasons:
- no test results have been provided to prove the usefulness of the patch
- broken coding style
- the author hasn't replied to any criticism
2013-06-22 12:25:03 +02:00
Rachel Bryk
266236d6a4
When loading a save state in read only that mismatches the current movie, load the input prior to the save state from the save state's movie, instead of using the current movie's input up to that point.
...
This prevents desyncing before the save state.
2013-06-21 01:53:50 -04:00
Rachel Bryk
716f656d28
Save sync gpu setting to dtm header.
2013-06-20 06:08:17 -04:00
degasus
010165b2c2
fix gcc warning, probably also the logic
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comparing two char pointers doesn't compare the strings
2013-06-20 10:43:09 +02:00
degasus
fb310f2247
Revert "Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly."
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This reverts commit 2697b8c04f
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The context creation may be moved to Video_Prepare, but the window creation isn't allowed to.
Eg we set the window title or read the mouse position, both need the window.
Also the readback of the window size didn't worked any more.
2013-06-19 09:17:33 +02:00
Ryan Houdek
02cbcc8ec4
[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.
2013-06-18 12:44:06 -05:00
Ryan Houdek
9c32c923bc
Remove saturate function define in GLSL since we use clamp everywhere instead. Change the function defines over to just regular defines since Qualcomm can't handle function defines at all it seems.
2013-06-18 12:42:14 -05:00
NeoBrainX
c4eb659fec
BPMemory: Assign a more descriptive name to a field in the genmode register.
2013-06-18 17:25:16 +02:00
Ryan Houdek
6143594db6
[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
2013-06-18 10:24:36 -05:00
Lioncash
fbb82ccab3
Whoops, look like the previous commit was also the case with VideoDX9
2013-06-18 10:48:16 -04:00
Lioncash
f59f059fbf
Fix a char buffer destination size in Render.cpp for VideoDX11.
2013-06-18 10:45:57 -04:00
Lioncash
d78f00971b
Fix a free that should have been a delete.
2013-06-18 10:13:37 -04:00
Ryan Houdek
7df8a9cae8
Partial revert of 0247b2a97a
. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
2013-06-18 07:52:36 -05:00
Ryan Houdek
7223778520
[Android] Gamepad input. Refactor JNI native functions to all pull from a single class instead of everywhere willy-nilly
2013-06-18 07:09:38 -05:00
booto
a518a1cbdc
buffer fixes found via cppcheck/tetsuo--
2013-06-18 13:17:50 +08:00
degasus
c57a90c5b5
don't define clipPos twice
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fix issue 6378
2013-06-17 23:24:54 +02:00
NeoBrainX
88bc8255b8
Merge branch 'shader-uids-awesome'.
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Replaces the old, hardcoded shader ID generator with a semi-automatic mechanism that generates IDs from hints in the code generator.
Also introduces a flexible framework to do all kinds of funky stuff with the shader code generation logic. As an example, a uniform usage profile generation class is added (unused for now, though).
Functionality can still be tested by setting the EnableShaderDebugging field in the gfx config to True. Any two shaders which are identified with the same ID will be written to a file and an error message will be written to the Dolphin log.
2013-06-17 13:27:22 +02:00
NeoBrainX
8816369144
PixelShaderGen: Add some TODOs.
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Totally the perfect commit message for a final commit before merging :p
2013-06-17 13:17:25 +02:00
NeoBrainX
f724b47f45
PixelShaderGen: Fix more critical issues, some of which are regressions of revision 32b78a85
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2013-06-17 13:08:38 +02:00
NeoBrainX
2b2ca5260f
PixelShaderGen: Fixed some bugs, removed unused shader uid fields.
2013-06-17 13:03:38 +02:00
NeoBrainX
7a01ceba73
PixelShaderGen: Fix various merge conflicts and a critical regression from revision 32b78a85
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2013-06-17 12:51:57 +02:00
Matthew Parlane
868c627876
Fixes Issue 6353 Remove extract apploader/dol from top level
2013-06-17 22:51:15 +12:00
NeoBrainX
c505260ec1
Fix some merge conflicts.
2013-06-17 12:29:47 +02:00
NeoBrainX
ca22872dae
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/VertexShaderGen.cpp
2013-06-17 12:05:47 +02:00
NeoBrainX
f0ea525d3b
PixelShaderGen: Change a comment slightly.
2013-06-17 11:39:50 +02:00
NeoBrainX
20719081df
PixelShaderGen: Move RegisterStates from global storage to stack.
2013-06-17 11:37:41 +02:00
NeoBrainX
7e0db58b1e
Fix stuff
2013-06-17 10:50:16 +02:00
NeoBrainX
32b78a8572
First steps of making the pixel shader uid struct more compact.
2013-06-17 10:50:12 +02:00
Matthew Parlane
43a4d41889
Handle 1 partition only, fixes Issue #6353
2013-06-17 19:25:55 +12:00
Armada
9594cac42c
Build fix: Android NDK doesn't support any locale switching.
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Also, Mac OS X doesn't support DX9.
2013-06-16 14:51:38 +02:00
Armada
fc7099a905
Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.
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This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-06-16 12:33:13 +02:00
John Peterson
825c5ca09a
Equalising the 32 and 64 bit state compression
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because that allow loading both
2013-06-15 23:28:04 +02:00
John Peterson
5bd44d7e3f
Build fix
2013-06-13 18:38:05 +02:00
John Peterson
adb83cfabe
Clarifying the OpenAL loop
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because it isn't as clear as it can be
2013-06-13 18:04:02 +02:00
Ryan Houdek
3ddd24872b
Merge branch 'GLES3'
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Conflicts:
Source/Android/.idea/workspace.xml
2013-06-12 03:29:18 -05:00
Ryan Houdek
fa4ad82878
Fix Windows Compiling?
2013-06-12 03:14:13 -05:00
Ryan Houdek
e4a3919a2b
[Android] 0.5 Release.
2013-06-12 03:11:59 -05:00
Ryan Houdek
baf16a72b6
[Android] Back to enforcing ICS or above limitation. Tired of this nonsense.
2013-06-11 08:45:31 -05:00
Ryan Houdek
ab6151a5ba
Build Fix 2x
2013-06-11 08:41:30 -05:00
Ryan Houdek
9df3dbe13c
Build Fix
2013-06-11 08:38:45 -05:00
Ryan Houdek
703a51e4c0
[Android] Start of *working* GLES3 support. Needs to be able to compile in Windows still.
2013-06-11 08:33:56 -05:00
Ryan Houdek
1bea76a6e0
[Android] Remove artificial limitation to not leave the sdcard directory in the folder browser as well.
2013-06-11 08:25:15 -05:00
Ryan Houdek
fcf86f112a
[Android] Remove artificial limitation to not leave the sdcard directory. Keep screen on while running.
2013-06-11 08:24:23 -05:00
Ryan Houdek
8efdbcda9e
[Android] Fix drawn buttons causing rendering issues.
2013-06-11 08:23:32 -05:00
Rachel Bryk
3e40f28369
Get video backend name via g_video_backend->GetName() instead of sconfig for movies, since that can be wrong.
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Also, I still can't code. Or even notice when something obviously doesn't work.
2013-06-10 21:04:55 -04:00
skidau
92fdc15aa3
Implemented field order detection for PAL games. Fixes the shaking of the screen when XFB is enabled with a PAL game.
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Fixes issue 6316.
2013-06-08 14:05:02 +10:00