Commit Graph

6377 Commits

Author SHA1 Message Date
Ryan Houdek d11679a06e Android mega commit of trash. 2013-03-19 21:53:09 -05:00
lioncash edd9d0e0ef Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
lioncash 0e3d8e2e9f Clean up some space/tab mismatches in DiscIO and InputCommon.
Keeps the files consistent.
2013-03-19 09:59:41 -04:00
Ryan Houdek 61e1659b97 Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition. 2013-03-19 08:50:56 -05:00
skidau a6249b5388 Properly set the DMAState flag while ARAM DMA transfers are underway.
Fixes issue 6118.
2013-03-19 23:03:38 +11:00
Braden befe6e6962 Short,sweet and fixes issue 5725 2013-03-18 21:40:46 -05:00
Rachel Bryk 7c2c4662a7 Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.
D3D9 still doesn't support changing vsync while emulation is running.

Fixes issue 6111.
2013-03-18 20:42:18 -04:00
Braden c5033e8594 Hide cursor in fullscreen mode on OSX fixes issue 3956 2013-03-18 17:45:08 -05:00
Braden a2af6494cf Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways. 2013-03-18 17:15:59 -05:00
Ryan Houdek 7d74293170 Fix a typo in ArmEmitter noticed by LionCash. 2013-03-18 08:45:33 -05:00
Ryan Houdek b512b23407 Reenable mulli and negx, seems to work fine. 2013-03-18 07:50:52 +00:00
Braden f21706bc17 Git pull 2013-03-17 21:10:54 -05:00
Braden ae3c5a64cc Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen. 2013-03-17 20:58:43 -05:00
Ryan Houdek 9ae9910490 Finish up VFP cleanup. A few more instructions are left for VFP, and a bunch of NEON ones if it will ever be used. 2013-03-18 00:10:56 +00:00
Rachel Bryk 0c86634101 Revert "Disable Vsync while holding tab to disable the frame limit."
This reverts commit 341eb87806.

I'll do it right later.
2013-03-17 12:30:44 -04:00
Rachel Bryk 341eb87806 Disable Vsync while holding tab to disable the frame limit.
Fixes issue 6111.
2013-03-17 11:56:24 -04:00
Pierre Bourdon 612c2e8516 Fix converting the charset of an empty string. Thanks to MrData on the forums for reporting this issue. 2013-03-17 14:37:00 +01:00
Jordan Woyak 8faefa3672 Windows - Don't disconnect real wiimotes on Dolphin close. (back to the old behavior)
Fixed issue 6103.
2013-03-16 18:55:01 -05:00
Jordan Woyak 98fa5006fd Fix some warnings. 2013-03-16 18:53:34 -05:00
degasus 4a929f85b6 GLSL: fix transparency issues on dual source blend. fix issue 6104 2013-03-17 00:36:13 +01:00
Pierre Bourdon 9a404ca6d4 Ship by default a free DSP ROM that can handle most games with LLE
At the end of July 2011, LM published a free DSP ROM that works with games
using the Zelda UCode. His ROM only has the code to handle UCode loading and a
few utility functions, the rest is missing. This includes the four large sound
mixing functions used by the AX UCode and the DROM containing coefficients used
for polyphase resampling in AX.

This is an improved, updated version of this ROM, which changes the following:

- We now have a free DROM that works for polyphase resampling by "emulating"
  linear interpolation. The coefficients contained in the DROM are normally a
  list of { c1, c2, c3, c4 } which are used to interpolate a sample value from
  four previous samples:
    out_sample = prev1 * c1 + prev2 * c2 + prev3 * c3 + prev4 * c4

  The coefficients are chosen depending on the fractional part of the current
  position (basically, our position between the previous and the next sample).
  We can use this fact to generate (c1, c2, c3, c4) for each possible
  fractional part so that:
    out_sample = prev3 * curr_pos + prev4 * (1 - curr_pos)

  Which is the formula for linear interpolation between prev3 and prev4. Linear
  interpolation is not as good as polyphase resampling but it still works very
  well and I couldn't really hear any difference between the two. If someone
  wants to generate real polyphase filter coefficients, they are welcome to
  submit a patch.

- The IROM now contains the 4 mixing functions used by the AX UCode: mix_add,
  mix_add_two, mix_add_ramp, mix_add_ramp_two. They are large, inlined
  functions (probably for performance reasons) in the official DSP IROM, our
  version prefers to use a loop. This *should* be more performant with our DSP
  JIT implementation, but I did not benchmark that.

Because the new DSP ROM is working just as well as the official ROM in 95% of
cases, it is now shipped by default with Dolphin and will be used with DSPLLE
if you don't have an official DSP ROM in User/GC. It will still display a panic
alert at every boot to notice you that you are using a non official DSP ROM
made by us, which is not perfect.

Games using the CARD, IPL or GBA UCodes are still broken. I don't know what
games this actually impacts, but this is a very small proportion compared to
what works.
2013-03-16 23:54:55 +01:00
Jordan Woyak 059e100425 Check for HID wiimote name on Windows instead of assuming everything is a wiimote.
Fixed issue 6031.
2013-03-15 21:27:46 -05:00
James Dunne f1ef51abc8 Removing `Core::IsGPUThread()` and `Core::IsCPUThread()` calls in favor of simple `bool isCPUThread` parameter value. 2013-03-15 19:42:42 -05:00
James Dunne 4137fc0023 Removed calls to YieldCPU from RunGpuLoop. 2013-03-15 19:42:38 -05:00
degasus 6962929356 GLSL: fix nfs-hp2 2013-03-15 23:32:01 +01:00
degasus e1a081ad2d Merge branch 'GLSL-master'
Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend.

It just began with simple changes which aren't supported on osx.
They either support ogl2 OR ogl3 core, but mixing isn't allowed.
As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either:
- OSX supports only GLSL100 which doesn't support our shaders.
- Vertex Array Objects are needed for ogl3, but not supported on ogl2
- immediate mode isn't supported any more, so we must implement vertex buffers
- uniform buffers are recommended as else we would need tons glUniform
- postprocessing shaders have to be converted to glsl
- lots of smaller outdated issues and bug fixes :-)

Thanks at all for testing and at Sonic for converting all of our shaders to glsl130

And sorry for all upcoming bugs...
2013-03-15 22:49:26 +01:00
Rachel Bryk 8767b30f75 My OCD will not stand for this. 2013-03-15 15:42:59 -04:00
Ryan Houdek 8c1091a21f Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
2013-03-15 11:19:52 -05:00
Rachel Bryk d63d7fde9e So much more readable now! 2013-03-15 11:45:43 -04:00
NeoBrainX e877b5019b PixelShaderManager: Reload fog range adjustment shader constants upon viewport change.
Fixes issue 5618.
2013-03-15 15:08:51 +01:00
Rachel Bryk def578fea6 Fix checks for preventing the main and render windows from spawning off screen. 2013-03-15 09:19:39 -04:00
skidau afb6f9127a Corrected a typo. 2013-03-15 19:32:47 +11:00
degasus 84119a966b Revert "remove wx from agl"
This reverts commit e63a5d8529.
window_handle is also used at many other places, so just move it here isn't allowed
2013-03-15 02:40:08 +01:00
NeoBrainX 203b1748a3 PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation. 2013-03-15 01:01:00 +01:00
Ryan Houdek d6c7e7d652 Let's do this version check again. 2013-03-14 15:46:27 -05:00
Ryan Houdek db1fc9019b Add a OSX version check to GLSL so if anyone running < OSX 10.7 gets a message instead of crashing when running the game. Turn off DEBUG_GLSL. 2013-03-14 15:25:41 -05:00
Ryan Houdek e6c6053fcc Beginning of VFP cleanup. Will finish when I have the hardware in front of me. 2013-03-14 10:45:26 -05:00
Ryan Houdek b4830be9bc Actually set the bIDIVa value in the ARM CPUDetect. 2013-03-14 08:48:01 -05:00
Rachel Bryk eaebebc33d Prevent the render window from spawning off screen.
Fixes issue 6063.
2013-03-14 05:28:02 -04:00
degasus e63a5d8529 remove wx from agl 2013-03-14 09:52:13 +01:00
Braden a0fdcaced8 Removes the redundant window on OSX 2013-03-13 21:34:52 -05:00
Ryan Houdek c93f7760ce Really clean up all the emitter loadstores on ARM. If a ARM device supports VFPv4, then it supports IDIVA, so handle that in CPUDetect. 2013-03-14 01:50:38 +00:00
Ryan Houdek 202e2fa5c8 Add a new WriteNewStoreOp emitter function for beginning of rewrite of the Arm Emitter LoadStores. Will finish when I have the hardware in front of me to test on. 2013-03-13 14:08:54 -05:00
skidau 85eab1d262 Used the scheduler to generate the interrupt for IPC. Fixes the ES_LAUNCH games. 2013-03-13 22:23:59 +11:00
Rachel Bryk 0b34457a8e All the cool kids hard code string lengths.
Fixes issue 6090.
2013-03-13 07:04:53 -04:00
Rachel Bryk e73cc858bc Allow playing movies from command line. Also remove some unneeded code. 2013-03-13 01:37:35 -04:00
degasus 2c84c32ddc decrease d3d vertex buffer size 2013-03-12 17:48:20 +01:00
degasus 382be2aabd Merge branch 'master' into GLSL-master
Conflicts:
	.gitignore
2013-03-12 11:28:56 +01:00
skidau 83fc5f4747 Merge branch 'FIFO-BP'
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
  Set g_bSignalTokenInterrupt on the main thread.  Fixes the random hang in Harry Potter: Prisoner of Azkaban.
  Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size.  Fixes NFS:HP2 GC.
  Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
  Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision".  Required to go in-game.
  Added direct GameCube controller commands to the Serial Interface emulation.  Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
  Increased the FIFO buffer size to 2MB from 1MB.  Fixes Killer 7's Angel boss.
  Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
  Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
  Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
  Skipped the EE check if there is a CP interrupt pending.
  Disabled "Speed up disc transfer" from the ZTP GC game ini.
  Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
  Delayed the interrupts in the EXI Channel.
  Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
  Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
  Made vertex loading take constant time.
  Increased the cycle time of the vertex command.  Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
  Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
  Profile stores, fp stores and ps stores only to the fifo write addresses list.  This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
  ...

Conflicts:
	Source/Core/VideoCommon/Src/PixelEngine.cpp
2013-03-12 19:47:59 +11:00
Ryan Houdek 8406d9972d Fix JIT from rebasing on PPSSPP ArmEmitter. 2013-03-12 02:35:29 +00:00