Commit Graph

7293 Commits

Author SHA1 Message Date
Pierre Bourdon 5c3dcc50bc Add an INI option to not loop FIFO playback and stop emulation when it's done 2013-08-19 01:39:00 +02:00
LPFaint99 c2d208df96 add the ability to export all save files 2013-08-18 15:02:40 -07:00
LPFaint99 477c21e946 fix import/export of games with folders.
remove copy protection bit from banner
	- should allow *some* copy protected games to be moved to a real system;
	ex: super smash bros brawl, mario kart
games with a nocopy/nomove folder cannot be imported to a real system without using homebrew tools, warn for these saves
	ex: guitar hero
remove some unneccessary class fields
the class is still incredibly ugly :(
2013-08-18 15:00:50 -07:00
Ryan Houdek 9f4ca0e0a7 [ARM] JitASM miroops. No functionality change. 2013-08-18 17:45:04 +00:00
Jasper St. Pierre 5782530b40 NetPlayProto: bump netplay version
Since the packet structure changed.
2013-08-18 09:10:15 -04:00
Justin Chadwick 26242de914 Increases Gamecube pad polling rate during netplay to normal. Also re-add dualcore setting syncing to netplay, which I had erroneously removed. 2013-08-18 08:19:16 -04:00
skidau c774fb4880 Removed a redundant tooltip text. 2013-08-18 17:09:01 +10:00
skidau 5cec914484 Changed the default audio latency to 2. Made soft_oal.dll the default on Windows builds as the old OpenAL32.dll is outdated and contains bugs. 2013-08-18 17:03:21 +10:00
Ryan Houdek ba76b016da [Android] Fix Wii games. 2013-08-17 19:41:28 -05:00
Ryan Houdek 7294fe5a3f Change per instruction run counts to u64 on all platforms. JIT64 and JITIL runcount isn't implemented properly(and is disabled) so this doesn't effect them. 2013-08-18 00:15:47 +00:00
Pierre Bourdon d6fe9c639b Add an OSD message to remind the user if Shader Debugging is enabled
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
Jasper St. Pierre 756bf93111 NetWindow: Move "Write memcards" checkbox to be host-only
The setting is propagated from the host, so the client checkbox would
be ignored anyway.
2013-08-16 21:42:38 -04:00
Ryan Houdek 7934df3879 Remove a redundant check in the fifo. 2013-08-17 01:27:08 +00:00
Matthew Parlane d0d162e6ad Fix really stupid optimise on Windows.
Possibly explains speed difference from master.
2013-08-17 12:16:51 +12:00
Ryan Houdek 08b27bb3b8 In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread. 2013-08-16 23:41:45 +00:00
NeoBrainX 1ba98550ef VideoConfigDialog: Rephrase "Hacked Buffer Upload" and its description to something less technical. 2013-08-16 14:26:50 +00:00
Rachel Bryk 89d324786a Prevent stopping emulation before fully booting. This can sometimes cause dolphin to crash. 2013-08-16 10:04:08 -04:00
Ryan Houdek da560ecefc On CoreParemeter member object creation make sure to set bEnableDebugging, bAutomaticStart, and bBootToPause to default values so they aren't unitialized. This caused a issue in particular on the Android builds where bBootToPause would cause the games to boot in to a paused state, effectively causing the application to need to be forced closed and reran multiple times in order to test anything. 2013-08-16 07:30:53 -05:00
Ryan Houdek 367f294ed2 [Android] Make sure to unallocate the correct memory size in MemArena. 2013-08-16 04:55:43 -05:00
Matthew Parlane 59e060aba2 Missed some VS build options. 2013-08-16 21:42:31 +12:00
Matthew Parlane 9de7611ff9 Merge branch 'master' into wii-network
Conflicts:
	CMakeLists.txt
	Source/Core/Core/Core.vcxproj
	Source/Core/DolphinWX/Dolphin.vcxproj
	Source/Core/DolphinWX/Dolphin.vcxproj.filters
	Source/Dolphin_2010.sln
	Source/VSProps/Dolphin.Win32.props
	Source/VSProps/Dolphin.x64.props
2013-08-16 19:17:07 +12:00
Pierre Bourdon c3065ecb66 Fix compatibility with the SDL2.0 release.
SDL2.0 removed SDL_HAPTIC_SQUARE because of ABI issues (see comment #7 on issue
6491 by Ryan C. Gordon from the SDL project). It will be reintroduced again in
2.1, so keep the code and #ifdef it away.
2013-08-15 22:18:40 +02:00
Rodolfo Bogado ba6a67a5f1 Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-15 13:49:53 -03:00
Matthew Parlane 417552b21e Not sure what that was. 2013-08-16 01:06:44 +12:00
Pierre Bourdon c6d8d52041 Fix a warning introduced by the recent netplay UI changes 2013-08-15 15:05:20 +02:00
Matthew Parlane d6ec6ae97a Fix polarssl on Windows. 2013-08-16 00:24:10 +12:00
Matthew Parlane d8b39b9dcf Support PolarSSL on *nix
Removed unneeded PolarSSL directories.
Remove duplicate sha1 and md5 files.
Define out SSL test file writing.
Fix format string bug and warning.
2013-08-15 23:36:17 +12:00
Matthew Parlane b93d62dcb8 Remove LTCG and platform toolset, fix code style. 2013-08-15 21:43:43 +12:00
Matthew Parlane fede38985e Replace OpenSSL with PolarSSL
Works on windows, not yet cmake.
2013-08-15 20:47:47 +12:00
Rodolfo Bogado 979718484f Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-15 00:21:28 -03:00
Jasper St. Pierre 3380e47ca7 MemArena: Free memory for 64-bit machines
Make the logic here a lot simpler. Patch contributed by Google Code
user plbl4ster.
2013-08-14 20:34:15 -04:00
Jasper St. Pierre 1826fce946 NetPlay: Make sure the server knows it's stopped when it's stopped
This is embarassing.
2013-08-14 18:36:09 -04:00
Pierre Bourdon 7622d5b354 Only call SetGenerationMode from BPWritten if the cull mode changed.
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
Jasper St. Pierre 998194246c NetPlay: Disable the "Start" button while the game is running 2013-08-14 18:16:07 -04:00
Jasper St. Pierre 1c74e412e2 NetPlay: Remove the "Stop" button
Now that the host can simply close the window, there's no need for this extra control.
2013-08-14 18:16:06 -04:00
Jasper St. Pierre 5241deaebe NetPlay: Allow hosts to stop the game by closing the game window 2013-08-14 18:16:05 -04:00
Jasper St. Pierre 92f8d79574 NetPlay: Set the pad buffer size on server creation
If we don't do this, then when the game starts we'll send out the
buffer size to clients being a super large value of junk, and they'll
hang forever trying to accumulate an input buffer a size that they'll
never ever reach in a million years.

This never manifested in release builds for some reason.
2013-08-14 18:15:28 -04:00
Pierre Bourdon 26f58e1ba5 Add an option to enable performance queries in gameini files, disable it by default 2013-08-14 23:16:46 +02:00
Pierre Bourdon ffdd79df36 Move VideoBackendBase from Common to VideoCommon 2013-08-14 23:16:46 +02:00
NeoBrainX 0cd94b5bc7 VertexShaderGen: Cleanup. 2013-08-14 11:47:23 +00:00
Rodolfo Bogado 85f91d66ba Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-13 17:30:22 -03:00
John Chadwick a791733c27 Fix invalid C++ code (returning reference to local) - thanks devm33. 2013-08-13 14:47:32 -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
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
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
Jasper St. Pierre 22b3c26654 Main: Create BIOS subdirs of GC userdir on load
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
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
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"
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.
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
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.
Fixes issue 6454.
2013-08-08 20:29:20 +02:00
degasus a6fd2c8227 fix lightning for inconsitent config
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
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
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
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
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
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
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
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 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
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
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.
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
routine usage.
2013-07-31 09:19:28 -05:00
Glenn Rice 01987be6b9 Make sure that WiimoteReal is really shutdown on app exit. Particulary
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
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
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 b6e9a75bdf Good Job Windows. Fixes compiling... 2013-07-27 00:53:53 +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
Rachel Bryk bff2bc1288 Clear patches on shutdown.
Fixes issue 6434.
2013-07-25 16:43:00 -04:00
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
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
Jasper St. Pierre a963c621dc NetPlay: Sync across whether to save memcards or not
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
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"
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
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
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
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
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
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
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
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 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
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
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 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
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
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 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
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
Rachel Bryk 63a747edc0 Add shortcut to (dis)connect the balance board.
Fixes issue 6383.
2013-06-26 06:23:29 -04:00
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
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
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
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 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
comparing two char pointers doesn't compare the strings
2013-06-20 10:43:09 +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
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 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
fix issue 6378
2013-06-17 23:24:54 +02:00
NeoBrainX 88bc8255b8 Merge branch 'shader-uids-awesome'.
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.
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. 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. 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