It's not enough to check for the CPUID bit to know if AVX is supported since
AVX requires OS support (new set of registers == more registers to be saved
when context switching). If the OS does not support, the cpuid bit will still
be set but using YMM registers will cause an illegal exception fault.
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.
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
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
Probably better to keep that same-register-MOV assert useful. Also,
explicit type extension documents whats happening.
Internally, this boils down to the original MOV, but without the assert.
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.
A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).
Elaborations can be seen in WGL.cpp
I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
# By Ryan Houdek (185) and others
# Via degasus (12) and others
* master: (625 commits)
Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds.
Array overrun fixed in VertexShaderCache for the DX11 plugin.
Fixed DSPTool build.
Windows build fix
Go back to assuming every HID device is a wiimote on Windows. Fixed issue 6117. Unfixed issue 6031.
VideoSoftware: Improve fog range adjustment by using less magic and more comments.
revert RasterFont for VideoSoftware
ogl: fix virtual xfb
Windows build fix from web interface...
Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play.
Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
VideoSoftware: Implement fog range adjustment, fixing issue 6147.
implement 4xSSAA for OGL
move ogl-only settings into backend
Fix description of disable fog, and move it to enhancements tab.
Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
Forced the external exception check to occur sooner by changing the downcount.
Mark the Direct3D9 backend deprecated.
Prefer D3D11 and OpenGL over D3D9 by default.
...
Conflicts:
CMakeLists.txt
Source/Core/Common/Common.vcxproj.filters
Source/Core/Common/Src/CommonPaths.h
Source/Core/Core/Core.vcxproj.filters
Source/Core/Core/Src/Core.cpp
Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_FileIO.cpp
Source/VSProps/Dolphin.Win32.props
Source/VSProps/Dolphin.x64.props
Some cleanup throughout related code. (try to make logic in ISOFile understandable by a human)
Encode strings in UTF-8 rather than somehow trying to determine the encoding in the GUI code.
Non-windows OSes temporarily broken.
The real file was never kept open for longer than a single operation so there was no point in dealing with it in DoState.
Saving the real path in the savestate was also probably a bad idea. Savestates should be a bit more portable now.
* OpenAL:
Changed SoundTouch to use float samples, allowing SSE to be used. Made the DPL2 decoder disabled by default. Re-added the audio hack used by the Accurate VBeam emulation option.
Added a latency setting to the audio settings. Removed the Sample Rate setting. It is now hardcoded to 48000hz (accurate audio timing).
Skipped timestretching if the emulator is running below 10% speed to prevent buffer overflows.
Removed the synchronisation between the CPU thread and the audio thread. Added code to detect and resume from buffer underruns. Disabled the ability to change the DPL2 option after the game has started. Fixed a memory leak that occurred in the DPL2 decoder. Fixed the OSX build.
Build fix
Added a Dolby Pro Logic II (DPL2) decoder in the OpenAL backend. DPL2 audio is decoded to 5.1. Code adapted from ffdshow. Added an option in the DSP settings to disable the DPL2 decoder in case Dolphin incorrectly detects a 5.1 audio system. Updated the OpenAL files to OpenAL Soft 1.15.1 in the Windows build.
Removed the system timing hack which was activated when the Accurate VBeam option was enabled.
Fixed the include directories in Audio Common for the Windows 32bit build.
Fixed the include directories in Audio Common for the Windows build.
Messed up the static include line
Fix include paths and compiling in Linux. Externals soundtouch is 1.7.1, while Ubuntu 12.10 is 1.6.x. Externals soundtouch is compiled with integer samples, while ubuntu is compiled with float samples. Float samples is probably the more common route. If you're going to use soundtouch, you should probably use SAMPLETYPE instead of explicitly choosing short. This probably breaks the windows build since its includes aren't setup.
OSX: typedef signed char BOOL
OSX build fix
Build fix
Added audio time stretching by using the SoundTouch library.
Implemented correct audio timing.
OpenAL for Windows initial commit
Also changed the size parameter from DoVoid to size_t. As far as I know, that should never be negative.
Also changed the the count parameter of DoArray to size_t, this also should never be negative.
Got rid of some typecasts.
Depth calculations are always done in the pixel shader now.
Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
- In icon retrieving I removed the "format check" as it shouldn't really matter to have mixed icon formats. Also removed the "Time splitters hack" as there's no reason for it since we are only checking the last 3 bits and I'm pretty sure having bits 1 and 2 set is the same as having them unset.
- Icon retrieving uses AnimSpeed as stop signal (every icon must have an speed set, the first speed that is 0 means there are no more icons)
- Also, in icon retrieving I added support for "blank frames"(Luigi's Mansion and Pikmin that I know of). With this the base for icon animation is complete.
- Fixed PSOIII savegame patch which was wrong before.
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
* misc-speedups:
fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu.
slightly more precise speed percent display (this is really minor)
a small thread synchronization speedup for dual core mode. it's most noticeable in games where the CPU is running behind compared to the GPU.
Conflicts:
Source/Core/Core/Src/PowerPC/Jit64/Jit.cpp
The Fifo.cpp changes from rdaefb3b550e2 was not merged as there was no performance benefit.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits.
this change must behave exactly like last revision, if something is broken please let me know
to marcosvitali.
Added an external exception check when the CPU writes to the FIFO. This allows
the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks
to marcosvitali for the research.
Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).
This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.
Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts. Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.
Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.
Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.
Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.
Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
Additional cleanup in CommandProcessor.
Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
To use the native code handler, place the kenobiwii.bin file into the Sys directory. Dolphin will silently fall-back to the emulated code handler if the file is not there.
Fixes issue 4561.
Use the clobber list instead of the stack to save rbx when executing the cpuid
instruction with inline assembly. This avoids breaking GCC assumptions about
the stack pointer location.
more specifically: if the emulator stops unexpectedly, it is quite possible that one of the shader cache files will have some bytes near the end that never got their values filled in. this change adds an index number at the end of each entry as extra verification that the entry is valid, so that invalid entries can be ignored (and eventually overwritten) instead of causing crashes.
This should make it so if you try to load an incompatible save, it simply doesn't load, instead of crashing dolphin. (I can't guarantee no crash but it's much less likely now)
The code from 748be364e5 incorrectly accepted -0x100000000 on x86_64.
Also if ERANGE is returned by strtoul(), reject the parsed value regardless
of what that value is. This fixes invalid values being returned when compiling
with Visual C++. Thanks to "cotton" for testing this.
On x86-64, "unsigned long" is 64 bits wide, so it is possible for a number
to not trigger a range error on strtoul() but still not fit inside an u32.
An extra check is added to ensure that 32-bit and 64-bit builds will accept
the same numbers.
Passing MAP_FIXED to mmap causes already mapped pages in the requested
region to be replaced. On Mac OS X this caused pages for JIT-generatd
code to appear in the memory range previously auto-allocated for the RAM
of the emulated machine. This led to a hang at boot time. The same problem
can probably occur on FreeBSD, but not on Linux since MAP_32BIT is used
there instead of MAP_FIXED.
The solution is to not use MAP_FIXED, but instead rely on the OS honoring
the hinted address which is below 4 GB: we don't need an exact match,
just a low address.
hopefully this will be the last code change committed directly to master for a while... :/
next is cmake to replace scons on osx hopefully. pointers anyone? (soren?)
Also fix the wxMessageAlert called from non-gui threads in the WXGTK build to use the passed caption.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7678 8ced0084-cf51-0410-be5f-012b33b47a6e
This is mostly useful for removing SHLs by constant 1, 2, 3, which this
commit implements in one place.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7652 8ced0084-cf51-0410-be5f-012b33b47a6e
Removes the ugliness that was the portable file, and now creating a shortcut or file association is less of a pain
it is still necessary to modify the file association from ".../dolphin.exe" "%1" to ".../dolphin.exe" /e "%1"
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7593 8ced0084-cf51-0410-be5f-012b33b47a6e
when nand root is changed the current sysconf is saved,
and the sysconf in the new location is either loaded (if exists)
or the default sysconf is created
wii menu item is updated when the root changes
small fix to saving gamelist paths to .ini paths that are removed from the gui are now removed from the ini instead of simply changing the number of paths
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7555 8ced0084-cf51-0410-be5f-012b33b47a6e
add ticket to CNANDContentLoader
move wad installer to CNANDContentManager
system menu can now be launched from a wad file without being installed first, (return to system menu from another title will still only work if system menu is installed)
cdb.vff: flushed to disc immediately, creates if the file exists but is too small, moved creation to Boot_WiiWad
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7530 8ced0084-cf51-0410-be5f-012b33b47a6e
we already copy the file to memory here, now we also copy the file to
1/2/data/
This should really fix issue 4287.
Thanks to hosigumayuugi for finding the exact cause of the issue
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7521 8ced0084-cf51-0410-be5f-012b33b47a6e
- Removed recent ghanges about separate per-game Video Settings
- Added "One Window 3-State Support" (very close to full implementation)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7391 8ced0084-cf51-0410-be5f-012b33b47a6e
With wxWidgets 2.9.2 now in Externals, SCons was the only
external dependency other than Xcode and building just SCons
from Macports caused a fair mount of extra stuff to be built
unnecessarily, so just include a copy of scons-local.
Always build wxWidgets from Externals which allows us to get
rid of the home-grown autoconf machinery in SconsTests.
The main use case for args.cache was the wxconfig option,
which is no longer relevant after the above changes and
caching options has a lot of potential for confusion,
especially since other build systems don't tend to do this,
so we no longer do it now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7381 8ced0084-cf51-0410-be5f-012b33b47a6e
+ minor GUI adjustements, CPUID Detect cleanup... video profile selection is disabled if a game is running
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7302 8ced0084-cf51-0410-be5f-012b33b47a6e
Second:
A experiment. implemented parallelization in texture decoding using openmp. is most a experiment to test the performance in different os/plataforms. in my system (windows x64 amd 1055t) give a speedup in large textures, but i tested in in intel dual core and gives a slowdown. o i limited the use for large textures and cpus with more than 3 cores.
please test an let me know if it improves or degrades the speed.
please for linux and osx user. to enable this you will have to enable your compiler support for openmp to test this code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7284 8ced0084-cf51-0410-be5f-012b33b47a6e
Also change the for loops in SysConf to use iterators to placate godisgovernment and billiard. :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7283 8ced0084-cf51-0410-be5f-012b33b47a6e
in windows sleep(0) behaves more like what is defined in the yield instruction so use it instead. In my amd 6 core system brings a nice 8% speedup so please test I'm interested in knowing the behavior in different systems.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7261 8ced0084-cf51-0410-be5f-012b33b47a6e
some code additions for future use ;).
please gcc user test this as i don't have opportunity to test it myself i only use reference code to.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7247 8ced0084-cf51-0410-be5f-012b33b47a6e
on FreeBSD and Linux when building with clang.
I think it would be best to only use wxWidgets for localization.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7207 8ced0084-cf51-0410-be5f-012b33b47a6e
In addition protect against their use on 32 bit and the use of [ABCD]H
together with a REX prefix on 64 bit.
This assumes that the customOp parameter of WriteREX and operandReg of
OpArg always are registers, and thus needs to give something valid to
WriteREX when that is not the case (WriteShift).
In addition to the patch i sent to the ML, there are a few changes to the
error reporting(mostly whitespace).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7202 8ced0084-cf51-0410-be5f-012b33b47a6e
- ReImplementing Single Core Mode like Dual Core Mode Style.
- Stage 1: My goal is, we have the Fifo, CommandProccessor code the more clear, maintenible and documented possible. When I quit dolphin I want any developer can continue with the work only reading the code.
* Big Refactoring: A lot of functions was changed the names, and modularized.
Now the FifoLoop and CatchUpGPU does not exist, was replaced by RunGpu() and RunGpuLoop().
The general idea is modeling the code like the real HW. The fifo is only a buffer where the Write Gather Pipe write the commands and from the Graphic Processor read these.
* Big Clean UP a lot of obsolete code and comments was deleted, like DcFakeWachDog, "Fifo very soon hack", etc.
In the stage 2, I will refactoring more code doing emphasis in the division of CommandProcessor, Fifo, Gpu Emulation. Beside I will comment all functions and variables in the code (Don't worry I will ask for English help for this part ;) )
Please test a lot SC mode and DC mode :)
Thank you so much for testing always and the patience. I don't like broke your favorite game but... you must believe me this part is very sensible, I only try to contribute for have a better and stable dolphin emulator.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7185 8ced0084-cf51-0410-be5f-012b33b47a6e
Things break if both a shared and static libpng are linked
in, presumably because it has some global state. Several of
the gtk-ish libraries often, but not always, link in libpng
transitively, so it is important that we find it ourselves
first, even if it is not in the linker's search path.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7178 8ced0084-cf51-0410-be5f-012b33b47a6e
This allows ALL settings in the gfx configuration dialog to be adjusted _per game_ in a more user-friendly way than before.
Obsoletes the gfx related options in the ISO properties, but I kept those since the configuration profiles use different ini file keys (i.e. convert the game inis to the new naming, please!).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7167 8ced0084-cf51-0410-be5f-012b33b47a6e
- This game read the CPRead pointer when the GP is processing data and after detach the fifo and attach again an use this pointer for continue, so implement fifo.SafeCPReadPointer pointer.
- fifo.SafeCPReadPointer is updated when (FAKE_GetFifoEndPtr() - g_pVideoData) == 0) to have a pointer without GFX Commands Cut in the beginning of 32 block.
- Reset video buffer when the CPReadWriteDistance is written by the software.
- This commit is experimental please test a lot your games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7165 8ced0084-cf51-0410-be5f-012b33b47a6e
- In the Command Processor Control Register when GPReadEnable is OFF, wait until the fifo lopp finish with thi actual 32 bytes block. This is necessary to have Safe Disabble GP Read in this way AbortFrame is performed by the software, beside this can help to have accurate GPReadEnable OFF.
Please test Metroid Prime 1/2, Guilty Gear XX, X men gc, SMG, and shuffle you can test Harry Potter Prince for WII. :)
PD: The fifo code need a clean very soon.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7158 8ced0084-cf51-0410-be5f-012b33b47a6e
Looks like compilers tend to use EBX for parameters if not told otherwise and
don't bother to update SP in leaf functions, so PUSH/POP kill local variables.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7151 8ced0084-cf51-0410-be5f-012b33b47a6e
I think that isFifoBusy bring better sync with VI (video interface) because the CPU emulated threads are waiting for DrawDone in BP Register. So, I do some modifications.
1) Rename "IsFifoBusy" by "isPossibleWaitingSetDrawDone"
2) Only activate isPossibleWaitingSetDrawDone when bFF_GPLinkEnable is true in fifo loop "Inmediate mode" that is because in theory this drawsync function is using in this mode.
3) Deactivate isPossibleWaitingSetDrawDone also in SetFinish in PixelEngine, beside when 32 block is finish.
Please regression in yours games thats can bring some FPS more above all with VPS frame limiter ON (Auto, 60, 50, etc).
- Fix waiting in AbortFrame(), please test mp1/mp2 is fixed again.
Good look!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7123 8ced0084-cf51-0410-be5f-012b33b47a6e
buildfix
move much of the build settings to .props files
-please use them as much as possible in the future, instead of changing individual projects
NOTE: to avoid left over blobs, clean your builds *before* applying these changes.
TODO: add DebugFast target for projects that are lacking it. Lack of DebugFast targets cause the linker to use LTCG when we don't want it.
please test for regressions which could be caused by being too happy with compiler flags :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7109 8ced0084-cf51-0410-be5f-012b33b47a6e
- Added full ability to recognize true Intel HTT CPU capability (support to discriminate Intel Core 2 Duo...)
- Attempt to fix a register trashing (issue 4022 generally, linux and mac systems)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7097 8ced0084-cf51-0410-be5f-012b33b47a6e
problems, whole functions in .h files need to also be static in
case they are included in several .cpp files.
Also a few other minor LTO fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7082 8ced0084-cf51-0410-be5f-012b33b47a6e
Changed non-hi-res textures to use MurmurHash3, which has better performance that the previous hash.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7080 8ced0084-cf51-0410-be5f-012b33b47a6e
Re-fixed custom textures higher than 1024x1024. (It must have accidentally got reverted somewhere during the video plugin merge)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7064 8ced0084-cf51-0410-be5f-012b33b47a6e
and just operate on lists of object files instead.
This helps with LTO since LLVM/clang LTO is completely broken
by static libraries. It also helps identify symbol clashes
between components like the former plugins.
Many linkers also expect static libraries to form a strict DAG
which turns out be a difficult rule to uphold in practice,
especially since some of our platforms aren't picky about this.
LTO builds currently appears to crash at runtime because of
the static wx libs.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7056 8ced0084-cf51-0410-be5f-012b33b47a6e
fix all build targets (they've all built here - you may have to manually delete the intermediate directories if you have conflicts after this commit).
set the debug path to $(TargetDir)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7022 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix some debugger issues. Still need to get sound window working, but the invalid id panic alert is fixed.
Also, a ";" as a comment in an ini file is now only allowed at the beginning of a line. The debugger has settings strings with semicolons in them. That completely broke the debugger.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6989 8ced0084-cf51-0410-be5f-012b33b47a6e
- dislocating all sensible stuff related to "values per game/pattern" outside the sourcecode.
- giving more control to end-users across the user-friendly interface.
- deleting/cleaning some dead variables.
- updating all gameconfig.ini data to reflect new PHack concept (pending upload).
* Updated Italian translation
- Includes corrections, a better strings translating and suggestions directly by Google Code's people.
+ Minor old pending changes...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6973 8ced0084-cf51-0410-be5f-012b33b47a6e
This makes the OS X build more robust and should help pave the
way for the integration of the video plugins as well as LTO.
There are now no more global class level namespace conflicts left,
as evidenced by the fact that Dolphin can be linked with -all_load,
not that you would want to.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6958 8ced0084-cf51-0410-be5f-012b33b47a6e
This WILL temporarily break the Linux and MacOSX builds but should be easy to fix.
Things left to do:
* The UI on the new Audio tab for the LLE/HLE choice is ugly
* At times the code still look "plugin-y" and needs cleanup
* The two plugins should be merged further. DSPHLE should use the emulated memory etc of DSPLLE as much as possible, so that simply saving the DSPLLE state is enough. This would also bring the possibility of savestate compatibility between the two plugins.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6947 8ced0084-cf51-0410-be5f-012b33b47a6e
some optimization for vertex color loading, please test for any change in game color, this is a optimization so nothing should change :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6908 8ced0084-cf51-0410-be5f-012b33b47a6e
work around the limitations of the no longer maintained Xcode 3.1.4
for Leopard. Running a 10.6-built app on 10.5 works fine through
through the use of the 10.5 SDK.
std::locale() seems to be the generally safer way to specify the
default locale and works on Linux and OS X at least. Thanks to
dasmetzelmaennchen for the pointer.
Remove some obsolete SCons related svn:ignores.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6893 8ced0084-cf51-0410-be5f-012b33b47a6e
'#' is a fairly accepted comment character for .ini files along with
the more official ';', but '//' isn't.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6872 8ced0084-cf51-0410-be5f-012b33b47a6e
Set up an exit(3) task to shut down real wiimotes. This shouldn't
really be necessary, but we do currently handle a number of error
conditions by calling exit(3).
Retire the inputuicommon library.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6852 8ced0084-cf51-0410-be5f-012b33b47a6e
stacks), addition of a register cache(currently accumulators on 64bit only).
It feels a bit slower, but the numbers are about the same.
Caching accumulators doesn't change speed either.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6848 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixes issue 3913.
The underlying problem, however, is that PanicAlert GUI popups
are broken on 32-bit Linux. I haven't looked into why that is.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6836 8ced0084-cf51-0410-be5f-012b33b47a6e
Add Hungarian translations by Delirious.
Update Italian translations by RebuMan.
Update German translations by JackyCola and LucasX.
Update Greek translations by Gpower2.
Update Frensh translations by Pascal.
Make sure the game list is refreshed when the GC language is changed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6826 8ced0084-cf51-0410-be5f-012b33b47a6e
in the title bar. It is more usefully displayed using the overlay
and long pathnames are not suitable for title bars and probably not
even safe depending on the underlying windowing system.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6817 8ced0084-cf51-0410-be5f-012b33b47a6e
Placing the render window at position 0,0 makes it unmovable on OS X.
Use the conventional r1234 format for SVN revision numbers.
Delete mis-copied .svn directories from the application bundle.
Only warn about a failed low-memory allocation if one was requested.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6811 8ced0084-cf51-0410-be5f-012b33b47a6e
Make pthreads linkage precise for the nowx build. Fixes issue 3875.
Fall back to pkg-config for gtk+-2.0 if cmake is version 2.8.2. That version has a bug that doesn't detect gdk-pixbuf-2.0.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6810 8ced0084-cf51-0410-be5f-012b33b47a6e
- add support for precompiled headers with MSVC
- compile with _FILE_OFFSET_BITS=64 and _LARGEFILE_SOURCE only for our sources, some dependencies seem to have problems with it enabled...
- disable -Wall for MSVC too prevent warning flood
- rename aes_cbc.c and aes_core.c to cpp files since it makes stuff a lot easier and there's really no reason not to do it since they had been compiled as C++ before anyway
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6797 8ced0084-cf51-0410-be5f-012b33b47a6e
Even with LoadStorePaired accounted for, there are still some
niggling 64-bit cleanliness bugs left that are not practical
to weed out on a single platform. We should probably have an
option to use >2GB memory only on all platforms for debugging.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6792 8ced0084-cf51-0410-be5f-012b33b47a6e
please test for regressions and fixes.
some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
the private SVN_REV_STR which relies on finicky build mechanics.
With SCons, kill the old svnrev.h in Source if still present.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6715 8ced0084-cf51-0410-be5f-012b33b47a6e
(acc and ax) and product register with one read/write.
Gives a minuscule speedup of not more than 4%. In exchange, breaks all
your out-of-tree changes to dsp. Tests are not building again, yet.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6680 8ced0084-cf51-0410-be5f-012b33b47a6e
assembler for JIT. Replace JIT ToMask() with a different variant. Remove
superfluous zeroWriteBackLog calls(added by me).
Core/Common: Don't bother creating a string and calling into a Logs trigger()
when there is noone listening. Change AtomicLoadAcquire for gcc to just
make the compiler not reorder memory accesses around it instead of doing
a full memory barrier, per the comment in the win32 variant.
Core/AudioCommon: Fix a use of uninitialized variable inside libalsa.
Microbenchmarking results for ToMask variants:(1 000 000 000 iterations):
cpu\variant| shifts | bit scan
intel mobile C2D@2.5GHz | 5.5s | 4.0s
amd athlon64x2@3GHz | 6.1s | 6.4s
(including some constant overhead identical to both variants)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6667 8ced0084-cf51-0410-be5f-012b33b47a6e
on OS X as on other Unices so OS X initial installs aren't so easily
broken by files being created in constructors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6661 8ced0084-cf51-0410-be5f-012b33b47a6e
wiimote bd's are now read from (or added to if < 4 exist) SysConf
in theory you should be able to use any valid sysconf file now,
but i would advise against using a dolphin edited SysConf on a wii
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6646 8ced0084-cf51-0410-be5f-012b33b47a6e
* change File::GetSize to fetch the size directly from the open file instead
of stat'ing it when challed with a FILE*
* use changed File::GetSize(FILE *f) instead of calling with file name in two
places
* remove "seek_pos % file_size" hack for ZTP, so one can seek to the end of
file again. Please check Zelda: Twilight Princess for regressions
* return error codes when reading or writing from/to a file
A lot of those changes are from j4ck.fr0st, so kudos to him.
I did not change the file open mode for ISFS_OPEN_WRITE to "wb". While that
would probably be more correct, it says in the comment that it might affect
Mario Kart Wii. I would prefer somebody with that game try that change
locally first.
Please check your games for regressions (or even improvement). Some games that
may be affected are Zelda - Twilight Princess and Metroid Prime 3.
Fixes issue 1749
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6634 8ced0084-cf51-0410-be5f-012b33b47a6e
(probably nobody else cares, but I need at least one video plugin that actually works on this computer)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6618 8ced0084-cf51-0410-be5f-012b33b47a6e
on any other, including "" when a different one is specified through the
POSIX locale environment variables.
This is not normally a problem since these variables are stripped out from
the environment when an application is launched by the Finder. This is not
the case when running the binary directly from the command line, such as
when debugging.
I have temporarily disabled the use of std::locale("") on OS X while I try
to come up with a better solution.
Fixes issue 3598.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6615 8ced0084-cf51-0410-be5f-012b33b47a6e
To do so I had to re-add the casting bloat removed in revision 6102. Also, for some odd reason the NVidia OpenCL drivers don't like 8 bit rotations, but are okay with 2, 4 bit rotations. These are apparently bugs in the NVidia drivers that are hopefully fixed in future versions.
Also, on linux make sure the TextureDecoder.cl file is copied from the shared data directory to the users directory.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6611 8ced0084-cf51-0410-be5f-012b33b47a6e
* More formats recognition for "Clear Screen" step. Improved the ability handling the alpha channel (% color translucency).
* Related to CPUID detecting:
- Added support displaying correct SysInfo for recent multicore Intel CPUs x86-64 with HT/SMT (Core i3/i5/i7 and Xeon) based on Nehalem architecture.
+ minor and passive changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6604 8ced0084-cf51-0410-be5f-012b33b47a6e
* Optimised the updating of g_dsp.pc in the compile loop (code by kiesel-stein)
* Added JIT version of LRI (code by kiesel-stein)
* Added JIT versions of the branch instructions (code by Jack Frost)
* DSP_SendAIBuffer fix (code by Mylek)
* Marked instructions that update g_dsp.pc in the DSP table and updated PC based on the table (speed up)
* Fixed the signed bits not being set properly in the addr instruction
* Created a MainOpFallback function to use interpreted versions of the instructions if necessary (code by kiesel-stein)
* Disabled the jit versions of subarn and addarn as they are slowing down NSMBW
The above work in both x86 and x64 modes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6582 8ced0084-cf51-0410-be5f-012b33b47a6e
systems where size_t is typedef int.
It's either this or use the C99 %zu but while we can probably
safely assume C99 compilers, I am not at all sure that that's the
case for stdio libraries and this solution is fairly low-impact.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6535 8ced0084-cf51-0410-be5f-012b33b47a6e
Most of the code dealing with the LogTypes namespace was C which lead to a
lot of nonsensical casting, so I have dumbed LOG_TYPE and LOG_LEVEL down to
plain C even though the move of wiiuse into Source means we don't currently
call GenericLog from C.
Set logging threshold to MAX_LOGLEVEL at startup so debug builds will also
p rint debugging messages before the GUI is running.
For some reason the way we use SetDefaultStyle doesn't play nice with wx 2.9
so we just get the default black text on a black background. Using a gray
background works around that problem, but I found it to also be much easier
on the eyes so I have switched the background color on all versions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6528 8ced0084-cf51-0410-be5f-012b33b47a6e
first fix for issues introduced in sms in r6501, please test for a regressions in The Calling
Second Fix for Issue 3539, by making pixel Dept calculation an option. in games with this issue Enabling pixel depth will solve the issue, in other games disabling the option will not cause speed lost
some cleanup in dlist cache
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6517 8ced0084-cf51-0410-be5f-012b33b47a6e
Replaces all occurrences of ftell and fseek with ftello and fseeko, respectively. This matters on non-win32 where only these names are altered by the _FILE_OFFSET_BITS define. Win32 still just maps the funcs to ftelli64/fseeki64.
Also add some File::GetSize I had skipped in my last commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6515 8ced0084-cf51-0410-be5f-012b33b47a6e
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P
DX11: Enable use of dynamic textures wherever possible.
DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P
Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix the macosx build (perhaps).
This changes the JitIL timed profiling to using assembly language to obtain the time. It does seem to be faster. Not sure if it will work on macosx, but if it does it has the necessary precision that gettimeofday does not have.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6448 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added an option to explicitly disable building with MPG framedumps. To use it add -DENCODE_FRAMEDUMPS=OFF to cmake on the command line.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6429 8ced0084-cf51-0410-be5f-012b33b47a6e
The C version of the GenericLog was being used in both C and C++ branches of the code.
Parent panic alerts by the main_frame so that those windows get the icon too.
Fix a couple of compiler warnings.
Added some checks for libraries in the cmake build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6385 8ced0084-cf51-0410-be5f-012b33b47a6e
First: Added a DESTDIR option for package building.
Second: Change the OpenCL setup. On both linux and windows use CLRun. I completely removed the option here. If CLRun works on MacOSX this should be done there as well, and this change implemented in the scons build also. Then we could remove the HAVE_OPENCL and the new USE_CLRUN definitions. Then we will finally have the dynamic detection of opencl set up cross platform.
On a side note, it doesn't seem that the program loaded from TextureDecoder.cl compiles or runs.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6366 8ced0084-cf51-0410-be5f-012b33b47a6e
Note that most users will want to use the release build to get a -O3 optimized build. This can be enabled by adding "-D CMAKE_BUILD_TYPE=Release".
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6344 8ced0084-cf51-0410-be5f-012b33b47a6e
I am officially killing the local/global build crap. The "local" build thing should never have existed. There is now only one build that is essentially what the "global" build was before. This is the way a proper build system should work. I will soon write a wiki page to describe how to properly use the cmake build system, and how you can still set things up to get the "local" build from before. However, that type of build should be considered a developer tool, and not the way that dolphin-emu should be built.
Briefly, to use cmake now do the following from the toplevel of dolphin's source:
mkdir Builddir
cd Builddir
cmake ..
make
make install (you may need superuser privileges)
Note that the scons build is still building dolphin in the old way.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6341 8ced0084-cf51-0410-be5f-012b33b47a6e
Some notes about this:
- config.h doesn't get written yet, so you'll have to use one generated by SCons
- dependency checking isn't really implemented, yet. Just some basic checks for OpenGL or ALSA, we need something more sophisticated though.
- the OpenGL plugin fails to load for some reason which I can't debug right now due to the libc debuginfo package version in openSUSE not matching the runtime packages
- there's even some support for generating install packages (rpm/deb/.. packages, NSIS installer, etc). It doesn't work properly right now though, since some paths seem to be hardcoded into Dolphin's source
- probably lots of other stuff I forgot... Just take a look at all the TODOs in the CMakeLists.txt files for more information ;P
Additionally, I added various files to the svn:ignore list.
tl;dr: Unless you are a dev or you're building binary packages, this commit shouldn't bother you :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6326 8ced0084-cf51-0410-be5f-012b33b47a6e
pointer cannot be reached by 32bit displacement.
RAX is caller save and non-parameter in all 64 bit ABIs, so it should be safe
to clobber it on function call.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6248 8ced0084-cf51-0410-be5f-012b33b47a6e
If you see this alert, dolphin will probably crash in a few moments.
Found in the course of fiddling with DSPLLEs JIT, which puts its data
structures and static code somewhere above 0x7fff00000000 on my machine, making
it unreachable via 32bit displacements from the created code at ~ 0x40000000.
Fixed all the offending places in DSPLLEs JIT to emit register indirect accesses,
only to find out that the generated code is slower than the interpreter and does
work just as good(or bad). Oh well, back to DSPHLE it is then.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6229 8ced0084-cf51-0410-be5f-012b33b47a6e
for all the plugins implemented per pixel lighting, this will make games that uses lighting a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
* Fixed the "Change disc..." command. The filename of the disc was being lost between functions.
* Split the ChangeDisc function into two functions: EjectDisc and InsertDisc
* Moved the "Change disc..." command to the File menu.
* Removed some log messages that caused the debug build to crash when loaded with release build plug-ins.
Fixes issue 3036.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6206 8ced0084-cf51-0410-be5f-012b33b47a6e
correct some parts of uid.sys as disc title ids are included
title in uid + tmd on nand is how the sysmenu knows which save files to look for.
IE games that are displayed in the disc channel at least once and have a save file will be
viewable in the sysmenu save manager
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6189 8ced0084-cf51-0410-be5f-012b33b47a6e
still experimental, not totally optimized but must bring a nice speed up
please test for regressions an error. an please Linux people fix scons :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6149 8ced0084-cf51-0410-be5f-012b33b47a6e
use plain vertex arrays instead of VBOs to render in Opengl plugin as the nature of the data make VBOs slower. This must bring, depending on the implementation, a good speedup in opengl.
in my system now opengl and d3d9 have a difference of 1 to 5 fps depending of the game.
some cleanup and a little work pointing to future improvements in the way of rendering.
please test and check for any errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6139 8ced0084-cf51-0410-be5f-012b33b47a6e
Modify GetLocalTimeSinceJan1970 to account for DST.
GetGCTime() returns only GC epoch time(used by most Wii titles.)
IPL-DEV subtracts Wii bias before copying to m_RTC(mostly used by homebrew.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6133 8ced0084-cf51-0410-be5f-012b33b47a6e
* Improved constants folding in load/store instructions
* Merged load instructions
This is almost the same commit as r6076/r6077 but x64 build has been fixed.
Thanks a lot to skidau and BHaaL!!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6120 8ced0084-cf51-0410-be5f-012b33b47a6e
fixed one of the last graphic problems in smg, now the glow in the plants and planets must be correct.
the error was caused by a error in lighting calculations. so it must affect other games.
please test and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6103 8ced0084-cf51-0410-be5f-012b33b47a6e
if the PC makes no sense, it's probably because some HLE has done the access.
perhaps we should wrap accesses from IOS HLE, so that we can trace it? dunno if it presents that much of a problem anymore.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6098 8ced0084-cf51-0410-be5f-012b33b47a6e
Use the debug option for conf.CheckWXConfig on OS X as on Unix.
Take care of a few compiler warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6084 8ced0084-cf51-0410-be5f-012b33b47a6e
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I've Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that.
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I'm working to solve this.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6083 8ced0084-cf51-0410-be5f-012b33b47a6e
I am not sure i am understanding what the pipeline really does, and more so what
the GC/WII expects here. If my comments are incorrect, please let me know.
This was tested with MP2:E, ZWW on r6075.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6078 8ced0084-cf51-0410-be5f-012b33b47a6e
* Improved constants folding in load instructions
* Merged load instructions
* Fixed the register allocator so that it can restore the registers state after jumping to the dispatcher (in case of a conditional jump)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6076 8ced0084-cf51-0410-be5f-012b33b47a6e
had SSE3. Keep -msse2 on other platforms. Not sure if there are actually
any Dolphin-capable machines out there without SSE3, but..
Use -search_paths_first to give our statically linked libraries precedence
over /usr/local/lib.
Some work-in-progress changes to facilitate a more easily redistributable
application bundle on OS X.
Group compiler/preprocessor/linker flags together to make the full set
more intuitively apparent.
The various libraries in Externals have rather inconsistent conventions
for include paths. Best to encapsulate that knowledge in foo/SConscript.
Re-use utils.GenerateRevFile for all three places in the build system
where we need the SVN revision number.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6030 8ced0084-cf51-0410-be5f-012b33b47a6e
The GCC model for extended instructions like these is that you compile
with -msse3 etc. These affect code generation for whole compilation units,
so the idea is that you have a separate .c file for each instruction set
class and then indirect to the desired one at runtime.
Without e.g. -msse4.1, the GCC built-ins used by <foointrin.h> are not
available. However, in our specific case of compiling with -msse2 and
wanting to use SSE3.1 code, enough built-ins are available that we only
need to provide a little hack for pshufb.
Upgrading this to also use SSE4.1 instructions doesn't appear feasible
without a lot of undesirable duplication of GCC built-in functions and
headers, so we'd probably have to move to the GCC model of separate
source files for that.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6014 8ced0084-cf51-0410-be5f-012b33b47a6e
is required to correctly link with C++ libraries like wxw.
Tell OS X that the user is doing something when using the wiimote
so that the screensaver doesn't come on when playing a Wii game.
Replace unnecessary floating point with integer math.
Remove unnecessary <sys/stat.h>'s.
Correct a few type nits.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5995 8ced0084-cf51-0410-be5f-012b33b47a6e
autoconfiguration tests. Some versions of gcc care enough about ANSI C
to complain about this.
Use the Linux install hierarchy conventions on other Unices as well.
XKeysymToString returns NULL on unknown keysyms, which is not a valid
std::string initializer.
There appears to be some disagreement regarding the second parameter
to iconv(). Some versions/installations have it as const, others don't.
Unfortunately, due to wonderful C++ brain damage, implicit conversion
from const to non-const doesn't work here.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5945 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added a DSPCORE_STOP state. The DSP-LLE debugger window segmentation faults if it is openned when a game is not running.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
Should revisit and make the distinction more explicit.
Put the Data and Sys directories under Resources in the OS X app bundle.
Construct config.h (now lower-case to avoid confusion with other Config.h
instances in the tree) in the root. One tiny step towards a read-only
and cross-buildable source tree.
Some minor bits of non-Linux Unix portability.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5921 8ced0084-cf51-0410-be5f-012b33b47a6e
Use SCons' convenient # shorthand for the root of our tree.
Also various minor cleanup of SConscripts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5915 8ced0084-cf51-0410-be5f-012b33b47a6e
Because we only ever call Pos_ReadDirect (and through that, DataRead<T>)
from JIT generated code, the compiler may not get the heads-up to properly
prepare for run-time instantiation of those template functions.
Explicitly instantiating Pos_ReadDirect gets around that issue.
Also force DataRead* inline as gcc didn't always do that itself when the
DataRead functions in turn were called from (other) template functions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5902 8ced0084-cf51-0410-be5f-012b33b47a6e
Move MAP_32BIT to MemoryUtil.h.
MAP_VARIABLE is simply the absence of MAP_FIXED.
Replace MAP_ANONYMOUS with the more traditional MAP_ANON - Linux is compatible.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5900 8ced0084-cf51-0410-be5f-012b33b47a6e
Move MAP_32BIT to MemoryUtil.h.
MAP_VARIABLE is simply the absence of MAP_FIXED.
Replace MAP_ANONYMOUS with the more traditional MAP_ANON - Linux is compatible.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5899 8ced0084-cf51-0410-be5f-012b33b47a6e
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always
- use constant names in dx11 for buffer length calculation instead to simplify code reading
- implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect
- Change the depth calculation behavior:
if the game use z textures is exactly the same as before.
if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied,
improving fill rate. this mus speed up things, even with ssaa and msaa enabled.
please test for regression and enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
can go to the log window like with other subsystems.
Remove a Wiiuse dependency on libm from when it was a shared library.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5885 8ced0084-cf51-0410-be5f-012b33b47a6e
Move bits of HAVE_OPENCL/HAVE_WX for OS X from SConstruct to header files.
Use /usr/lib/libz on OS X now that we no longer have -L/opt/local/lib in
the library path. It is still possible that we could pick up a libz in
/usr/local/lib that would make the application non-redistributable, but
the danger is much less than previously.
Also bits of minor portability cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5868 8ced0084-cf51-0410-be5f-012b33b47a6e
are properly declared at thread entry/exit. I am leaving the ones in
Wiiuse while there's still a small hope that it may be used outside of
Dolphin, though.
Move the fixed MAP_32BIT definition for OS X to Common.h.
UDPNunchuk.cpp was deleted, so update the scons build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5864 8ced0084-cf51-0410-be5f-012b33b47a6e
identifying which options and parameters go with which platforms etc.
OS X, like Windows, now no longer uses Config.h. Configure() is still
used for the wx-config parameters, but that is a temporary measure.
Globals.cpp has never been used.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5860 8ced0084-cf51-0410-be5f-012b33b47a6e
using it as a constant in several places. Saves a few bytes and the time
it takes to recompile a bunch of files whenever svnversion twitches.
Using the SVN version string as an integer is not portable as the Unix
svnversion always includes e.g. the "M" suffix for a modified tree.
Windows people, please check my change to Plugin_VideoDX9/Src/main.cpp
as I don't really understand how _T() and the %hs format string work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5852 8ced0084-cf51-0410-be5f-012b33b47a6e
Some general code cleanup, and removed a PanicAlert (made it a NOTICE_LOG instead) so that only one panic alert is shown when attempting to load from dvd/cdrom drives, and none are shown when "Show Drives" is selected from the menu.
Also removed the hack introduced in revision 5564 that prevents the GameListCtrl from being properly updated when a game is loaded from the command line or via the autostart feature of the debugger.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5848 8ced0084-cf51-0410-be5f-012b33b47a6e
return to the old values in constants in pixelshader, the old values give mi 3 or 4 fps more,(maybe some kind of compiler optimization) in some games and with the current algorithm i notice no difference with this values, please report any problem.
optimizes SSAA to make it a little faster and, the quality should be the same but with a little speedup.
change the way the frame is processed depending is xfb is enabled or not to make this a little faster.
please test and report any problem
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5820 8ced0084-cf51-0410-be5f-012b33b47a6e
Add some useful checking to J_CC/SetJumpTarget.
Refactor increment/decrement and reuse code with increase/decrease.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5816 8ced0084-cf51-0410-be5f-012b33b47a6e
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied.
this must bring some fill rate back and improve speed a little in fill rate limited systems.
2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11.
the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl.
3 - some optimization made to improve fps a little wih the latests changes made to fifo.
* back to the original code in beginfield as now it will work right.
* check for efb access more often as a lot of time is lost waiting for efb access
4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :)
please test for any regression
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
If compilation fails, rebuild the whole solution as Visual Studio struggles with the not so complex project dependencies.
ATI users still need to install the Stream SDK as it's the only way to have an OpenCL driver.
NVidia users just have to install a recent driver (version 197 is tested and working).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5808 8ced0084-cf51-0410-be5f-012b33b47a6e
for portability.
(It is a bit unfortunate that some of the plugins have a Config.h of
their own, which can confuse this matter.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5795 8ced0084-cf51-0410-be5f-012b33b47a6e
Dual Core sync fix.
When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO.
This should fix Issue 2072 .
This affect to all games in dual core mode.
Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision.
For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps
Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect.
The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision.
Enjoy it! Thanks to Rodolfo for teach me all about dolphin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5777 8ced0084-cf51-0410-be5f-012b33b47a6e
minor code changes and adding comments.
And issue fix 2792 with credits to Karloathian for finding and fixing it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5750 8ced0084-cf51-0410-be5f-012b33b47a6e
fixed screen clearing and simplify drawClearQuad a little
put some nice code from dx11 that i like in dx9.
modify plugin spec preparing for implementing efb poke (is not used often but is a missing functionality so..)
please test.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5710 8ced0084-cf51-0410-be5f-012b33b47a6e
modify shader generator to produce native sm 4.0 code.
eliminate compatibility mode in dx11 so now all shader must work much better.
please test.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5691 8ced0084-cf51-0410-be5f-012b33b47a6e
In the future if we merge wiimote too, this will bring the advantage that the two will be able to cooperate, to no longer fight over control of input devices which can sometimes cause problems.
Thanks shuffle2 for the patience.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5670 8ced0084-cf51-0410-be5f-012b33b47a6e
- be more strict with the input signature of generated pixel shaders
- replace the D3D parameter with an API_TYPE one, so that we can further distinguish between DX9 and DX11
- for what it's worth dx11 (using vs_4_0) doesn't support D3DCOLORtoUBYTE4; added a workaround for this
- add a "dx9-" prefix to the shader cache files to avoid conflicts with dx11 shaders
Apart from that we're calling CommandProcessor::Shutdown() in main.cpp,Shutdown() now.
Delete all files in User/ShaderCache if you want to save a few KB disk space :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5659 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix: fix for lighting equations , that must improve lighting in a lot of games ( test smg :) )
experimental speedup: implemented alpha pass using stencil buffer instead of a duplicate shader. i recommend to test this well as i dono if will work the same way in all the systems. i my system it gives a nice 2-5 fps improvement. if it brings problems in any system or game will revert asap.
enjoy
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5653 8ced0084-cf51-0410-be5f-012b33b47a6e
Thanks soren for the macosx fixes, this fixes the windows build and eliminates some warning from the same.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5643 8ced0084-cf51-0410-be5f-012b33b47a6e
enable newline normalization
get revision number via `hg svn info` for svnrev.h
ignore incremental/generated binary files (windows/VS at least)
leave a comment if some files need native eol set in svnprops
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
hotkey configuration working with wx 2.9, but it turned out to be
too tempting to use it to hack up OS X keyboard support using wx
key events in the "old" input plugins.
It was with some reluctance that I used PAD_Input (and copied it
for Wiimote as well) as that is clearly a deprecated interface,
but this way the hack is contained within the old plugins for when
the switchover to ControllerInterface happens.
The idea is to provide stable keyboard support on OS X for both
GCPad and Wiimote while we debug HID keyboard and real 'mote code.
It works pretty well, although the wx approach does impose a few
limitations like no arrow keys and left/right side modifier keys
are considered equivalent.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5622 8ced0084-cf51-0410-be5f-012b33b47a6e
just the basename like libPlugin_foo.dylib. Dolphin then loads the
plugins relative to the compiled-in plugins directory.
This means that you won't have to reselect the plugins when running
different builds (in different directories) and is most obviously
beneficial on OS X where application bundles are not (should not) be
expected to stay in the place where they are first installed.
This is tested on OS X and Linux with local/global build options, but
not Windows. I don't anticipate any problems on Windows, but that OS
does have slightly different semantics with regard to path component
separators and file suffixes, so it's something to watch out for.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5621 8ced0084-cf51-0410-be5f-012b33b47a6e
in general cleanup and bugfix disable pierre patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
Have lint mean -Werror at least until the issue with
-Warray-bounds and -Wunused-result can be resolved.
Avoid producing empty object files:
CoreRecording.cpp is not configured through the build system,
so just give it a dummy symbol when it's not compiled in.
ChunkFile.cpp and DSPBreakpoints.cpp are no longer used.
ExtendedTrace.cpp is Windows-only.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5592 8ced0084-cf51-0410-be5f-012b33b47a6e
Not only does it change tons of files to switch to a new and non-working (it doesn't parse my ini files, at least) ini parser, it also reshuffles a lot of code and removes a plugin. The latter part is fine, but doing these two major switches in one revision, one of which is broken, is completely unacceptable. I said to merge tiny changes, not massive reworkings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5589 8ced0084-cf51-0410-be5f-012b33b47a6e
CoreRecording.cpp is not configured through the build system,
so just give it a dummy symbol when it's not compiled in.
ChunkFile.cpp and DSPBreakpoints.cpp are no longer used.
ExtendedTrace.cpp is Windows-only.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5587 8ced0084-cf51-0410-be5f-012b33b47a6e
variables, writeable strings and dangerously shadowed variables.
index(), gamma(), exp() and y0() are POSIX functions and using those
names can cause namespace confusion.
A number of C files were missing the final newline required by ANSI C
and some versions of GCC are pedantic enough to complain about this.
These changes simply the scons build, allowing us to get rid of
filterWarnings which is simply more trouble than it's worth.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5574 8ced0084-cf51-0410-be5f-012b33b47a6e
Using Unix tools to operate on a tree containing filename with spaces in them
is really annoying, so rename the handful of instances where there were spaces.
Host.cpp has never been used.
Games tend to lookup the following directories that we don't yet have anything
to put in, so prepopulate them in Data/User/Wii:
title/00010001
title/00010002
title/00010003
title/00010004
title/00010005
title/00010006
title/00010007
meta
shared2/title
Set eol-style native on a number of text files which didn't already have it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5572 8ced0084-cf51-0410-be5f-012b33b47a6e
initialization failure, so help it along a little by also considering
the CPU as an OpenCL device.
Use CL_DEVICE_TYPE_DEFAULT rather than CL_DEVICE_TYPE_ALL as that will
give preference to the spiffy GPU if one is present. Implementations
of OpenCL are likely to put a GPU as the first device in the list, but
there is no guarantee of this and this code currently only picks the
first device in the list.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5547 8ced0084-cf51-0410-be5f-012b33b47a6e
* optimize may last commit to make it faster
* reorder the code to make it more readable
please test and enjoy
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5520 8ced0084-cf51-0410-be5f-012b33b47a6e
strcasecmp is provided by Source/Core/Common/Src/CommonFuncs.h
and vswprintf is overloaded in C++ to take the same parameters as
vsnwprintf, according to MSDN.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5470 8ced0084-cf51-0410-be5f-012b33b47a6e
a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
For some reason something in (or included in) Frame.h messes up the SFML inclusion in NetPlay.cpp.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5426 8ced0084-cf51-0410-be5f-012b33b47a6e
made Lua run on the CPU thread to fix unreliable script execution issues
several fixes so the Lua savestate functions can actually work
added Lua function savestate.verify to help with catching desyncs
implemented FailVerifyAtFrameBoundary in Lua interface
added a Clear button to the LuaWindow
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5382 8ced0084-cf51-0410-be5f-012b33b47a6e
Enable it by uncommenting the defines in JitBase.h. For breakpoints to work in JIT mode, the block cache must be disabled. The PPC instruction trace, regs, fpu regs, flags, generated x86 binary and generated x86 disasm are logged in the Dynamic Recompiler log.
Fixes issue 1052.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5314 8ced0084-cf51-0410-be5f-012b33b47a6e
And to help test things like that: DSPJitTester (use with caution on x64, most likely fails there; r5250 might be why)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5306 8ced0084-cf51-0410-be5f-012b33b47a6e
Changed the default font for the log window to the local font (why was a Japanese font the default?). Also fixed an issue that prevented the log windows settings from being saved properly. Lots more needs to be done with the AUI manager. That stuff doesn't work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5213 8ced0084-cf51-0410-be5f-012b33b47a6e
SysConf: removed the Save call in the dtor, this crashes on linux trying to read m_Filename (which might be already freed).
Common: set eol-style native, again.
Fixes Issue 2332
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5082 8ced0084-cf51-0410-be5f-012b33b47a6e
sorry to tell but this will bring a speed drop, so let you decide if this change stay or not.( used the fastest open source hash algorithm i know)
do not apply full hashing to other format because it kills the performance.
for popular request added 9x SSAA believe me will kill your graphic card even if is the best but the image quality is exceptional.
as always please test and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5034 8ced0084-cf51-0410-be5f-012b33b47a6e
implement proper window handling (d3d/sw) which i believe fixes a hang that occurs when a game is stopped (plz test this :)) + some minor stuff
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5030 8ced0084-cf51-0410-be5f-012b33b47a6e
Basic usage: "sudo scons install=global install"
Hopefully this doesn't break builds on Macs. I have tested this on linux and windows.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 8ced0084-cf51-0410-be5f-012b33b47a6e
Advantages:
* Less confusion for users
* No need to build twice to make sure you didn't break something
* Easier to switch between the cores for testing
Disadvantages:
* None, as far as I can tell :) Maybe some extra code complexity, but not much.
Also break some include chains that caused <windows.h> to get included into everything, slowing down the build on Windows. There's more to do here though, there's still a lot of files that get it included that don't need it at all.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4891 8ced0084-cf51-0410-be5f-012b33b47a6e
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
* must use a truncating float-to-int conversion, for example.
* introduce optimized variants of the single value psq_st operation (JIT only).
* fix bug in SafeWriteRegToReg when swap = false
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4861 8ced0084-cf51-0410-be5f-012b33b47a6e
2. Fixed a bug (for Win 32bit) that reports "No possible memory base pointer found!" even when there IS valid memory base found.
3. Made Metroid Prime 2 (maybe also other games) boot
PS: There is definitely some initialization problem with Dolphin (not found exact location yet), which prevents Metroid Prime 2 from first time booting (If you boot some other GC game first, stop it, then MP2 can boot without problem).
So I added an instant BP hack that can make MP2 boot even at first time.
And I've tested all my games to guarantee it won't break any game that already boots before this hack.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4795 8ced0084-cf51-0410-be5f-012b33b47a6e
Now the frame limiter yields on CPU thread, not as before on GPU thread mistakenly
2. Fixed clear of VI interrupts
I guess VI interrupts are not used at all, because they were never cleared before
3. Made GPU thread 0% processor usage when paused whatever your active config is.
I tried the event approach but somehow the thread resume latency is excessively long (Who can tell me why?)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4790 8ced0084-cf51-0410-be5f-012b33b47a6e
All you gotta do is Pause the emulation! That's useful for when your batteries run out during gameplay, for example...
But if you change the WiiMote source (between Emulated, Real or Inactive) you must disconnect and reconnect (Menu Tools -> Connect WiiMote) the WiiMotes affected by the change...
Thanks to jack.fr0st who did all the emulation state notification work!
Now every plugin has a way to know the current emulation state (paused, stopped or playing)
@ayuanx: I thought about doing a PostMessage(g_WiimoteInitialize.hWnd, WM_USER, WIIMOTE_DISCONNECT, current_number); so that the user gets asked to reconnect that WiiMote, trying to avoid having to disconnect and reconnect, but it didn't work because shooting that message only asks to reconnect, doesn't do a disconnect... Do you have any ideas on how to accomplish that?
Also, if anyone could check if Issue 1916 is finally fixed... Or at least when is the cursor being hidden or not...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4789 8ced0084-cf51-0410-be5f-012b33b47a6e
This makes the log line a bit too long in my taste so if anyone got
an idea of how to make it look nicer i.e making it optional or adding it only to errors/warnings
do share
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4776 8ced0084-cf51-0410-be5f-012b33b47a6e
. Performance boost
(Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe)
. Both 32KHz & 48KHz sound can be handled properly now
(But up-sampling is still not implemented, and I don't think any game requires it.)
. Strategy adjustment
When your PC is *NOT* capable to run the game at 100%:
>> DSound Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency)
>> OpenAL Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up)
. Changed default frame limit to: Auto
(Somehow this can dramatically decrease the chance of wiimote desync in game NSMB)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixed more memory leaks when doing state load. Now all file devices(handles) are stored in state, and this will fix some crash after loading state.
Warning: Do NOT Save/Load state before game title is shown and controllable, or else you will get a corrupt state.
If you encounter "Emu WiiMote Desync" frequently, please report the condition
(PS: To recover from wiimote desync, just load a saved state)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4608 8ced0084-cf51-0410-be5f-012b33b47a6e
System Information(InfoWindow.cpp) - Added a method to check what Windows OS you are running(I do not know of a method to check what linux OS someone is using)
and also added a extended version of the cpu_summarize.
Plugin manager - Temporarily fixed a problem that caused a crashing when pressing Stop reported in Issue 1656
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4561 8ced0084-cf51-0410-be5f-012b33b47a6e
1. Added LiveUpdates, while the configuration window is open nJoy and Wiimote will check for connected/disconnected pads
2. Removed the 'Nintendo RVL-CNT-01' device from the device list, and other SDL devices with no axes/buttons
3. Added SDL (from the current SVN) to get debugging information for SDL.dll
4. Added 'Upright Wiimote' option to emulated Wiimote options
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4534 8ced0084-cf51-0410-be5f-012b33b47a6e
add ___blank to HLE'd debug logging.
add long long support to HLE_OS::GetStringVA
take care of those annoying sdio 0x40 and 0x41 commands...not that they do much in the first place...
some cleanup on the IPC net devices
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4488 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixed RGB5A3 decoding with alpha
New CMPR decoding, blocks with no alpha are great, still have to figure the problems with transparent blocks. Disabled for now.
Added a better error reporting to the base OpenCL functions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4439 8ced0084-cf51-0410-be5f-012b33b47a6e
Add support for button combos that are built-in to controllers:
y+x+start for three seconds updates the origin
b+x+start for three seconds resets
Changed CPeripheralInterface to a namespace and renamed to ProcessorInterface
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4366 8ced0084-cf51-0410-be5f-012b33b47a6e
There is no point of using ////////////////////////////////////////////////////////////////////////////////////////// to show that a section has ended when there is already commenting showing that a new one has started.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4138 8ced0084-cf51-0410-be5f-012b33b47a6e
commented some logging lines that gave:
warning: cannot pass objects of non-POD type 'const class wxCharBuffer'
through '...'; call will abort at runtime
This actually aborts on run time so please fix it if you wish to
uncomment it
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4135 8ced0084-cf51-0410-be5f-012b33b47a6e
dspspy: remove some alignment for some vars. (should not have caused issues anyways)
dspCodeUtil: pad ucodes converted to headers to 32byte multiples with nops (this is only mimicing what is seen in nintendo ucodes, probably because their's are originating on disc)
Common.h: fix typo for gcc version of GC_ALIGNED32 (wtf? how did this work before?!)
createtest.pl: add "jmp end_of_test" to the end of generated ucodes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3994 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix a crash when trying to delete a save from a memcard that the DEntry order does not match the starting block order
add the option to export saves as GCS and SAV
Buildfix for external MEMCARD_MANAGER
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3826 8ced0084-cf51-0410-be5f-012b33b47a6e
Had to shuffle around quite a lot of code to be able to extract the CodeView into a library nicely so it can be used from both the main dolphin and the LLE plugin... also extracted the symboldb code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3517 8ced0084-cf51-0410-be5f-012b33b47a6e
Is there no indication from the game when the screen refresh should occur? No, not what I could find, we currently calculate the refresh rate and m_VBeamPos from the CPU ticks progress. That works perfectly if the CPU and GPU is perfectly synced as in the single core and no-idle skipping mode. So I guess it's possible that the game doesn't indicate when the screen should be refreshed, but rather that the hardware calculate that from the CPU ticks progress. That leaves us with a problem in the dual core and idle skipping modes to calculate a CPU-GPU synced CPU ticks progress.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3447 8ced0084-cf51-0410-be5f-012b33b47a6e
1. OpenAL is now selectable by default (I don't know why it was disabled)
2. Informativeness on Zelda UCode
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3395 8ced0084-cf51-0410-be5f-012b33b47a6e
Currently still only dumps files as .tga but supports loading as .png, .bmp,.tga , .dds
This is by baby.lueshi
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3166 8ced0084-cf51-0410-be5f-012b33b47a6e
Highlight differences on both sides.
Show the accelerator subregs in order.
Make it possible to include some code from Dolphin into DSPSpy, good for grabbing useful #defines. (had to change the GEKKO log to POWERPC).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3120 8ced0084-cf51-0410-be5f-012b33b47a6e