Commit Graph

14675 Commits

Author SHA1 Message Date
Rohit Nirmal a3d9b22c27 BannerLoaderWii: Removed #if 0'd code. 2014-09-05 12:52:29 -04:00
comex 97420c6ec6 Merge pull request #852 from FioraAeterna/optimizeca
JIT64: optimize CA calculations
2014-09-05 11:52:02 -04:00
comex aa1df21bb6 Merge pull request #947 from FioraAeterna/rsqrte
JIT: implement frsqte
2014-09-05 11:48:00 -04:00
comex e7f03dd066 Merge pull request #948 from comex/vao-fix
Don't switch to a vertex array object of 0.
2014-09-05 11:46:28 -04:00
comex d4b1d42a21 Merge pull request #975 from FioraAeterna/jittimerinline
JIT: completely inline timer reading
2014-09-05 11:45:22 -04:00
shuffle2 3d88dfbad9 Merge pull request #701 from LPFaint99/memcard
GCI Folder: try to reserve space for new saves from the current game
2014-09-04 23:02:23 -07:00
shuffle2 ee450acb54 Merge pull request #973 from rohitnirmal/remove-using-namespace
Controller Interface: Remove "using namespace" in header file.
2014-09-04 22:58:22 -07:00
Ryan Houdek c368d4a668 Merge pull request #976 from dolphin-emu/revert-896-event-thread-bozo
Revert "Don't sleep in the event thread"
2014-09-05 00:51:06 -05:00
Ryan Houdek 30fef298bb Revert "Don't sleep in the event thread" 2014-09-05 00:50:40 -05:00
Fiora 2f9e9bf1fc JIT: completely inline timer reading
Should be a bit faster on games that heavily use the timer.
2014-09-04 21:55:36 -07:00
Rohit Nirmal b0060e5184 Controller Interface: Remove "using namespace" in header file. 2014-09-04 23:02:25 -05:00
LPFaint99 e6e50ee621 GCI Folder: try to leave 10% of the blocks free. only applies if the save is not for the current game 2014-09-04 20:59:38 -07:00
shuffle2 a9a6270982 Merge pull request #774 from magcius/texdecode-cleanup
Clean up the TextureDecoder and some related things
2014-09-04 19:37:49 -07:00
shuffle2 fb3a668767 Merge pull request #974 from lioncash/wiki-links
DolphinWX: Simplify wiki link construction
2014-09-04 19:35:28 -07:00
shuffle2 9c41b17b41 Merge pull request #945 from MikeRavenelle/inputConfig
Edit Auto iterate through configuration inputs with toggle
2014-09-04 19:34:01 -07:00
shuffle2 f09978ddeb Merge pull request #896 from magcius/event-thread-bozo
Don't sleep in the event thread
2014-09-04 19:33:49 -07:00
Jasper St. Pierre 76b4dbdf28 TextureDecoder: Clean up the code style
For a long time, we've had ugly and inconsistent function names here as
helpers, names like "decodebytesRGB5A3rgba" which are absolutely
incomprehensible to understand. Fix this by introducing a new consistent
naming scheme, where the above function now becomes "DecodeBytes_RGB5A3".
2014-09-04 18:36:57 -07:00
Jasper St. Pierre 0b7bed4a52 TextureDecoder: Simplify how the reference texture decoder works
Instead of having three separate functions and checking the tlutfmt in a
variety of places, just do it once in a helper method. This is already
for the slow path either in our Generic decoder or in our Software
renderer, so it doesn't matter that this is slower.

x64 will continue using the separate functions for speed.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre ea1245d191 TextureDecoder: Pass the TLUT address straight into the texture decoder
This removes the requirement for the TextureDecoder to have access to
global texture memory.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre fcd4ecc942 TextureDecoder: Add an enum for the TLUT formats
Quick code cleanup. The enum names and values come from libogc.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre 32da01edec TextureDecoder: Rearrange header slightly
Put the two Decode APIs together.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre f975307016 TextureDecoder: Add some statics to some of our helper functions
I know these are already inline, but this makes it more clear that
they're helper functions to be used in this file only.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre 9438a30384 VideoCommon: Start putting common texture decoding code in TextureDecoder_Common
This pulls all the duplicate code from TextureDecoder_Generic /
TextureDecoder_x64 out and puts it in a common file. Out custom font
used for debugging the texture cache is also pulled out and put in a
common "sfont.inc" file. At some point we should also combine this font
with the other six binary fonts we ship.
2014-09-04 18:36:53 -07:00
Lioncash 6369173981 DolphinWX: Simplify wiki link construction 2014-09-04 21:30:33 -04:00
skidau 73fc45db68 Merge pull request #967 from skidau/SyncGPU-SaveState
Added the EmuRunningState check to the GPU thread's FIFO loop
2014-09-05 11:24:46 +10:00
Jasper St. Pierre bfb2c04ace TextureDecoder: Remove unused function
GetPC_TexFormat was never used. It was added in commit d02426a, with the
only user being commented out code. The commented out code was later
removed in 9893122, but the implementation stayed.
2014-09-04 17:32:06 -07:00
Jasper St. Pierre 6682a2fadd TextureDecoder: Fix a RGBA/BGRA copy/paste typo
We were decoding to BGRA32 textures in our RGBA32 texture decoder. Since
this is the same for the BGRA32 decoder implementation, this is most
likely a copy/paste typo, rather than the texture actually being
bit-swapped. Fix this.

I'm not sure of any games that use the C14X2 texture format, so I'm not
sure this fixes any games, but it does make the code cleaner for when we
clean it up in the future, and merge some of these similar loops.
2014-09-04 17:30:53 -07:00
Jasper St. Pierre a5297f6da8 PixelEngine: Remove unused AllowIdleSkipping and all references to it 2014-09-04 17:25:59 -07:00
Jasper St. Pierre 5cb5a6ecd2 Don't sleep in the event thread
The person who wrote this seemed to misunderstand how XPending and
XNextEvent actually work. XNextEvent will wait in poll if there's
no event yet, meaning that we don't need to sleep after we process
all the events; the kernel will sleep for us.

This changes indentation, so view with -w or a similar feature to
understand what's actually changed here.
2014-09-04 17:24:51 -07:00
MikeRavenelle 411c060504 Checkbox for iteration
Added the option to handle whether the user wants to iterate through the
assignment of button mappings or assign them one at a time.

fixed formatting issues and code style.

I excluded this option from the config file. This stopped the check box value and the boolean from becoming offset. Since the option should always start as false.

 This still causes an issue with the Wiimote input, since the class variable that keeps the state will be wiped, but the check box value will stay the same after closing/reopening without closing the entire Wiimote configuration. I am looking for a way to resolve this.

I also reduced wait time to 2.5 seconds vs. the 5  seconds previously. Seemed to be a little long.

These changes apparently did not go through.

This should fix the Wiimote issue.
2014-09-04 19:23:04 -05:00
MikeRavenelle ffa6572116 Auto iterate through configuration inputs
Allows user to map all inputs seamlessly without having to
click on each button.
Also increased button timeout to 5 seconds from 1.5 due to pita.

Motion controls are not included since they will be special cases.
2014-09-04 19:05:52 -05:00
Sonicadvance1 e32b2e1771 Work around Intel's failings with with buffer_storage 2014-09-04 19:03:49 -05:00
TurboK234 b7ecaf6111 Added OSD comment if EFB Copies are disabled. 2014-09-05 01:42:40 +03:00
TurboK234 18e13aacf7 Remove "EFB Copies Disabled" option from hotkey toggling cycle. 2014-09-05 00:12:04 +03:00
Pierre Bourdon f9650c52f8 Merge pull request #484 from kayru/render_target_pool
Render: Implemented simple render target pool
2014-09-04 22:58:01 +02:00
Yuriy O'Donnell d8d9bc8c6c Render: Implemented simple render target pool
This avoids creating and destroying render targets every frame,
which is a significant CPU overhead.

Old render targets are destroyed after 3 frames.
2014-09-04 22:21:06 +02:00
Dolphin Bot 830a03c540 Merge pull request #957 from degasus/frame_skipping
VideoCommon: rewrite frame skipping code
2014-09-04 18:27:19 +02:00
shuffle2 af7881474e Merge pull request #958 from degasus/xf_cleanup
VideoCommon: remove XFReg copy optimization
2014-09-04 09:22:19 -07:00
degasus 8b84ddce9a VideoCommon: rewrite frame skipping code 2014-09-04 18:07:39 +02:00
degasus ef6f6a7fa9 VideoCommon: remove XFReg copy optimization
This code is just ugly and I doubt there is a way that copying twice is faster.
2014-09-04 17:56:17 +02:00
shuffle2 127fc1bdc1 Merge pull request #965 from FioraAeterna/srawixzero
JIT: remove srawix fallback
2014-09-04 08:44:33 -07:00
shuffle2 b5e18993f9 Merge pull request #964 from RachelBryk/typo
Fix a typo introduced by 5adbc83 in ControllerEmu.cpp.
2014-09-04 08:42:22 -07:00
shuffle2 d6000e475b Merge pull request #970 from lioncash/ar-statics
Core: Make the tables in ARDecrypt.cpp static
2014-09-04 08:01:14 -07:00
lioncash 9f48f02514 Core: Make the tables in ARDecrypt.cpp static 2014-09-04 09:29:34 -04:00
skidau b2c743157d Merge pull request #969 from lioncash/windows-stuff
Common: Remove unused header from Thread.cpp
2014-09-04 23:22:52 +10:00
skidau aa479cfd71 Merge pull request #968 from lioncash/core-statics
Core: Fix variable prefixing of statics in Core.cpp
2014-09-04 23:18:50 +10:00
lioncash bd91e8b0c8 Common: Remove unused header from Thread.cpp
This define isn't even used in the Windows builds.
2014-09-04 09:15:18 -04:00
lioncash 4b329a0a75 Core: Fix variable prefixing of statics in Core.cpp
These aren't globals.
2014-09-04 08:26:15 -04:00
skidau 86db0bf8c3 Added the EmuRunningState check to the GPU thread's FIFO loop so that the GPU thread services any waiting save states. This is needed for games that have the Sync GPU option enabled. 2014-09-04 22:02:21 +10:00