Pierre Bourdon
c6d8d52041
Fix a warning introduced by the recent netplay UI changes
2013-08-15 15:05:20 +02:00
Jack Frost
d16f089e88
properly clean up PerfQuery on OGL
2013-08-15 13:52:31 +02:00
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
Lioncash
072fac4a74
[Android] Remove a redundant LinearLayout in one of the layout files.
2013-08-14 20:49:26 -04:00
Lioncash
3e6f9d22db
[Android] Add a faint divider line between each folder browser item.
...
See here for how it looks: http://i.imgur.com/CGX9NTt.png
2013-08-14 20:43:29 -04:00
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
Lioncash
9c27fedd6d
[Android] Remove the subtitles on all folders in the folder browser. No need to have the subtitle "Folder" when it's visibly indicated by the icon of a folder next to it.
...
Now it looks like this: http://i.imgur.com/CbUSqgg.png
2013-08-14 19:49:39 -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
Jasper St. Pierre
0e6b5bc5c8
D3DBase: Don't pass the DEBUG flag when creating a device
...
In order for this flag to not fail, you either need a Windows 8 machine
or upgrade to the paid version of Visual Studio 2012. Not gonna happen.
2013-08-14 18:04:44 -04:00
Pierre Bourdon
e60e50a198
Respect ShouldEmulate() in PerfQuery implementations for DX11 and OGL (ugly implem, but the current state of VideoCommon does not allow much better)
2013-08-14 23:18:00 +02:00
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
Lioncash
94397a44cc
[Android] General formatting clean-up.
...
Made some class variables final, since they should convey that they cannot be changed after the first assignment.
Made the formatting consistent between files.
2013-08-14 15:03:07 -04:00
Lioncash
6f1612d99c
[Android] Fix the gamepad settings view inflation.
...
In some cases, it would fail to inflate correctly in the sense that it would only show the binding status and not the name of the actual control that was being binded.
2013-08-14 14:33:47 -04:00
NeoBrainX
0cd94b5bc7
VertexShaderGen: Cleanup.
2013-08-14 11:47:23 +00:00
Lioncash
39eeb37032
[Android] Correct the accessibility scope of a method and variable in InputConfigFragment.java.
...
Also, join a variable's declaration and assignment in the onMotionEvent() function.
If no explicit accessibility term (private, protected, public, etc) is given, then the permission level is set to something called 'package-private' which means it is set to the scope of the whole package. So technically any class could have access to this method and variable, which is likely not what we want.
2013-08-14 07:33:17 -04:00
Lioncash
0142efbb2a
[Android] Add 'final' to all of the class declarations.
...
This prevents inheritance of the classes (will throw a compiler error if you try and extend any of the classes).
This is mainly syntactical sugar and form. Nothing major.
2013-08-14 07:17:45 -04:00
Rodolfo Bogado
0ec92f986b
small correction, we cannot use dual source blending if separate alpha function is not supported
2013-08-13 17:31:50 -03:00
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
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.
...
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
...
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
...
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
Rodolfo Bogado
a1d8d8ce87
fix for 4x super sampling AA.
...
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"
...
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
degasus
dc23a076be
disable emulate format changes on glsl120
...
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
...
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
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
...
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
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.
...
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."
...
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
...
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
...
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