Updated Polish translations by Baszta.
Updated Russian translations thanks to Firnis.
Updated French translations thanks to Pascal.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6862 8ced0084-cf51-0410-be5f-012b33b47a6e
Mark a couple of strings for translation that were missed before.
Update some of the languages from the translators.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6856 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
Initialize locale in each of the plugins on windows so that the plugin configuration dialogs are translated and the translators will get off my back.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6847 8ced0084-cf51-0410-be5f-012b33b47a6e
which has too narrow a view of what constitutes a joystick.
Now if only I could find my Apple IR Remote.. :-)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6844 8ced0084-cf51-0410-be5f-012b33b47a6e
* Change the process ProcessAllDistace to ClearRegister
* Fix a bug in ProcessFifoEvents() in commandProcessro (thanks Skid)
-- The last 2 items should be improve the speed lost in r6572 and maybe improve a little bit because ProcessFifoEvents() is right. (Test car selection in GxZero)
* Alliviate Fifo desyncs, In the meant time I still Researching for real solution. (This fix RE0 again and maybe others
"FIFOs linked but out of sync" and "GFX FIFO: Unknown Opcode (0x%x).\n" games suffers these for desync.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6837 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
- note: big update, but incomplete again
- fixed a compiling error introduced in the previous revision
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6833 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
and disconnect any wiimotes.
The Windows code has special handling of both exceptions
and bluetooth connection state, neither of which I really
understand, so this is enabled on the other platforms only.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6821 8ced0084-cf51-0410-be5f-012b33b47a6e
Use wxS to get the right string type on either 2.8 or 2.9.
Default to cmd-f for the fullscreen toggle hotkey on OS X.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6820 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
full-screen mode is toggled, so we just re-set it afterwards.
Didn't mean to include the version string in the status bar updates.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6814 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 Japanese translations thanks to DanbSky.
Add Greek translations thanks to Link_to_the_past and gpower2.
Add Dutch translations thanks to MADCreations.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6806 8ced0084-cf51-0410-be5f-012b33b47a6e
Save wxLanguage enumeration value in ini file so that users are not surprised when a language is added and dolphin-emu is suddenly translated in a different language.
Update Spanish, Korean, and Simplified Chinese translations.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6804 8ced0084-cf51-0410-be5f-012b33b47a6e
Add Korean translations thanks to Siegfried.
Updated German translations from JackyCola, revised with suggestions from LucasX.
Updated Polish translations by Baszta.
Also updated the windows language target. We seriously need to find a way to get that target working for general users. Probably by importing parts of gettext in the externals. That way we don't need the maintain the mo files in svn. It should be easy to implement this on OSX as gettext is in MacPorts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6800 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
It will now decode entities of unsupported FAT32/NTSC/etc characters in filenames to be returned, so that games such as HP:HBP won't fail to find files containing such unsupported characters.
Unless there are still parts of code waiting for file name replacements, this should completely fix issue 3443...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6791 8ced0084-cf51-0410-be5f-012b33b47a6e
Enhanced the gettextize script to update mo files for windows and osx. This script should be run any time that a new language is added (don't for get to svn add the Data/Languages language subdirectory), and on occasion to update the language files with strings from the source code.
Added the Hebrew mo file for windows and osx (and update the others).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6790 8ced0084-cf51-0410-be5f-012b33b47a6e
Added Norwegian Bokmål thanks to KHRZ
Added Polish thanks to Baszta
Added Russian thanks to Kein
Also cleaned up the appearance of the GFX config dialog a bit, fixed a minor issue in the cmake build, and fixed the nowx build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6786 8ced0084-cf51-0410-be5f-012b33b47a6e
As side-effect, changed GameListCtrl sorting to use the configured IPL/GC language instead of the UI language, which is misleading with missing translations, and possibly wrong if we ever get translations that are not part of the GC ones.
In case we want the old behavior back, revert GameListCtrl.cpp and ISOProperties.cpp.
For translators: use either "<System>" if your operating system is the same language as the one you're translating for, or replace one of the others. Someone will add them to the list when they are committed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6785 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
Fix the number of connected wiimotes in the configuration dialog so it works with translations, and update translations accordingly.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6771 8ced0084-cf51-0410-be5f-012b33b47a6e
Added German language translations. Thanks to JackyCola.
Added Italian language translations. Thanks to RebuMan.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6763 8ced0084-cf51-0410-be5f-012b33b47a6e
The code now uses direct pointer access from C code to write the colors to the destination texture instead of trying to force them back up into an __m128i and a single write call. This is what produces the major speed-up.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6761 8ced0084-cf51-0410-be5f-012b33b47a6e
* Fixed a bug on Texture Converter when Copy EFB to RAM's cache is disabled, so...
* ...accordingly, I revert my latest commit because now it becomes useless.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6760 8ced0084-cf51-0410-be5f-012b33b47a6e
- add some more strings for translation, change others for easier translation (in case anyone knows a better way than _("a") + wxString(wxT("b")), feel free to fix it).
- removed strings that shouldnt be translated.
- added gettextize script from glennrics to generate the .pot file; this excludes debugger-related strings which are usually not used by the end user anyways (again, less stuff to translate).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6759 8ced0084-cf51-0410-be5f-012b33b47a6e
the occasional HLE wiimote disconnection, although nowhere it was at
near the level before both the recent wiiuse integration and adding
the queue in the first place.
The callback-based bluetooth input method on OS X really requires
that packets be accepted immediately and the 1ms polling done by the
wiimote worker threads isn't quite good enough.
So just play along with the native OS X model and send the packet up
our stack directly from the callback. With our current API, this is
kind of a layering violation, but it seems less messy than either
putting back internal queueing in IOdarwin.mm or adding the platform
support for higher-frequency polling than what usleep(3) offers.
Perhaps we should just change our own API to a callback model. While
this makes no real difference right now, it would make it a fair bit
cleaner to accept new wiimotes at any time instead of having to click
Refresh, although with the recent realmote changes, that feature can
probably just be hacked in by looping around FindWiimotes().
For other platforms having problems with HLE disconnections caused by
dropped bluetooth packets, as a first stop I would suggest trying to
do more than just one wiimote->Read() per iteration in the thread.
This change also conveniently sidesteps another new IOdarwin.mm bug
where the discovery and I/O code would clash during a refresh because
they use the same default CFRunLoop, so if we switch back to using a
run loop for I/O, must remember to create a separate one.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6743 8ced0084-cf51-0410-be5f-012b33b47a6e
keyword "id" in the public auibar.h header.
You now need at least r66546 of wxWidgets to build on OS X.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6735 8ced0084-cf51-0410-be5f-012b33b47a6e
- Assign width and height to the actual powers of two rather than to the exponents...
- Clean up FramebufferManager()
- Make use of more depth buffer formats to prevent some devices from failing to create a depth buffer
Should fix issue 3256.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6730 8ced0084-cf51-0410-be5f-012b33b47a6e
reads the high bits from the mailbox registers. It is probably waiting for
the dsp to read the data from the cpu-to-dsp mailbox or for the dsp to
write to the dsp-to-cpu mailbox.
This about removes DSP::Read16 from lle profiles where it previously used
up to 2% of all system time. Also speeds up games quiet a bit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6719 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
Also a small change to the mixer. This should fix audio throttling in cases where num_samples > RESERVED_SAMPLES. This seems to happen now with zelda ucode games, possibly others.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6711 8ced0084-cf51-0410-be5f-012b33b47a6e
additional input queueing in IOdarwin appears to be unnecessary.
IOBluetoothDeviceInquiry does not find already connected devices,
so no need to filter those out.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6710 8ced0084-cf51-0410-be5f-012b33b47a6e
Avoid sending the Wii OS bluetooth packets with uninitialized data
past the nominal length of the report.
XXX IOWin.cpp still always returns MAX_PAYLOAD because I don't have
a Windows environment to test with.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6708 8ced0084-cf51-0410-be5f-012b33b47a6e
Applied the logic from r6691 to the LLE dec/add/sub functions so they work without ToMask. This should give a modest speedup for these.
Pierre's AR inc was already perfect and I only adjusted its logic a bit for visual consistency between the interpreter and JIT code.
Also applied Pierre's optimization from the LLE inc to the Int inc.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6707 8ced0084-cf51-0410-be5f-012b33b47a6e
GX_TF_RGBA8 texture decoder optimized with SSE2 producing a ~68% speed increase over reference C implementation.
TABified the entire document per NeoBrainX. :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6706 8ced0084-cf51-0410-be5f-012b33b47a6e
~25% speed improvement in decoding GX_TF_RGB5A3 textures which aren't used very much. I thought it would help for movie playback but I misled myself. Video playback has nothing to do with this texture format.
Next I'll see if I can knock out some of these other texture decoders. Byte swizzling I'm sure can somehow be accomplished using _mm_unpacklo_epi8 trickery, so that'd be another big win I hope.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6698 8ced0084-cf51-0410-be5f-012b33b47a6e
TextureDecoder.cpp: merged two functionally identical decode5A3RGBA and decode5A3rgba methods.
OpcodeDecoding.cpp and DLCache.cpp: optimization for GX_LOAD_XF_REG. The PSUHFB solution sounds better for SSSE3, but this is a small win for the default case.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6692 8ced0084-cf51-0410-be5f-012b33b47a6e
Adjusted the code work without ToMask.
This code should be functionally identical for all inputs to the previous code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6691 8ced0084-cf51-0410-be5f-012b33b47a6e
* Optimised out the R11 ImmPtr instructions
* Made the whitespacing a little more consistent
* Disabled block linking while it is being reworked
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6688 8ced0084-cf51-0410-be5f-012b33b47a6e
functions accidentally added. Fixed the jitted ar register arithmetic.
Added a CMakeList.txt for the UnitTests, but did not add the subdirectory
to Source/CMakeLists.txt.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6687 8ced0084-cf51-0410-be5f-012b33b47a6e
A lot of tests are failing right now, not sure yet if this is caused by the recent reg changes or other stuff (at least broken according to tests: iar, subarn, addarn, 'ir, 'nr, 'l, 's, 'sn, 'ln, 'lsn, 'lsm, 'lsnm, 'sl etc - err, most/all that use increase/decrease)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6683 8ced0084-cf51-0410-be5f-012b33b47a6e
* Fixed a bug in the JCC instruction.
* Changed the cycle count from u32 to u16.
* Added cycle counting to the block linker.
* Optimised the branch exit slightly.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6681 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
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
Should fix almost all regressions of the recent ClearScreen changes and keep the fixed stuff.
The Super Mario Sunshine glitch is caused by another issue and will be addressed in my next commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6668 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
corrected peek color and peek z to correctly emulate real hardware formats.
implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback)
i need a lot of feedback in this changes please
enjoy
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
make some changes to the Clear code. please test a lot , the point of this commit is to determine the correct behavior of the efb clearing so feedback is welcome
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6663 8ced0084-cf51-0410-be5f-012b33b47a6e
1) What is the FIFO? The fifo is a ring queue for write (CPU) and read (GPU) the graphics commands.
2) What is the Brakpoints? The breakpoint is the FIFO mark to allow parallel work (CPU-GPU) When the GPU reached the breakpoint must stop read immediately until this Breakpoint will be removed for the CPU.
3) What is an overflow? The CPU write all room FIFO possible, and like a ring overwrite commands not processed yet.
4) ¿Why you have an overflow? In theory should not have an overflow never because the fifo has another mark (High Watermark) When the CPU Write reach this mark raise a CP interruption and the FIFO CPU WRITES should stop write until distance between READ POINTER AND WRITE POINTER will be equal to another mark (LO Watemark to prevent and overflow.
5) ¡So if impossible why you have overflows? Simple, the CP interruption is processed later and the Overflow happens. (there is a lot of theories about this)
6) ¿Why is no so simple like when CPU WRITE POINTER is near to the end of the FIFO only process pending graphics command?
Because when this happens sometimes we are in BREAKPOINT and is IMPOSIBLE process the graphics commands.
- This HACK process the pending data when CPU WRITE POINTER is 32 bytes before the end of the fifo, and if there is a Breakpoint force the situation to process the commands and prevent an overflown.
In theory you have not see "FIFO is overflown by GatherPipe nCPU thread is too fast!" anymore. But if you have a hang in game where you had this please read the NOTICE LOG in user\logs, I've added this message "FIFO is almost in overflown, BreakPoint" when the hack is activated. (I will delete this message very soon)
Good Luck!! PD: Shuffle sorry for the large commit description :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6662 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
* Completed the JIT versions of the DSP Multiplier instructions (5 instructions added).
* Bug fixed the dec and lsr16 instructions.
* Minor code clean-up.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6657 8ced0084-cf51-0410-be5f-012b33b47a6e
* Completed the JIT versions of the DSP arithmetic instructions (28 instructions added).
* Added JIT versions of maddx and msubx (thanks to LM1234).
x64 only
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6652 8ced0084-cf51-0410-be5f-012b33b47a6e
logging: turn off write to file
core: don't insert anything in memcard b slot
video: efb scale to integral, AF to 1x
audio: 100% volume, 48KHz sample rate
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6650 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixes issue 3703.
Note that HLE wiimote activation is currently a little broken, so to
use multiple wiimotes you need to open the wiimote configuration window,
refresh (connect to) the real wiimotes, start the emulation and then
select Connect Wiimote 2/3/4 from the Tools menu or with hotkeys.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6648 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
- Clear alpha channel to 0xFF instead of 0x00 whenever we (re-)create the EFB texture
- Disable color/alpha channels whenever the actual EFB format doesn't use them
Fixes issue 2826.
Fixes issue 1879.
Please check if issue 3014 is fixed now, as well as any other games which might have broken due to ClearScreen changes.
For what it's worth, Super Mario Sunshine still shows a small glitch even with these changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6635 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
* Added 21 Arithmetic instructions to the JIT
* Used the DSPAnalyser to identify arithmetic/multiplier instructions that precede a conditional branch. This allows the JIT to skip updating the SR when nothing would read from it. Marked all arithmetic/multiplier instructions in the DSPTable for this purpose.
* Converted CheckExternalInterrupt into ASM
* Fixed a couple instructions in DSP Load/Store
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6633 8ced0084-cf51-0410-be5f-012b33b47a6e
avoid wxWidgets sounding the system beep for unhandled key events
when receiving pad/wiimote keypresses separately from HID devices.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6630 8ced0084-cf51-0410-be5f-012b33b47a6e
Will fix some games and break some others.
Assist trophies in SSBB work fine now, Super Mario Sunshine is a little broken again.
Still needs some more work...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6627 8ced0084-cf51-0410-be5f-012b33b47a6e
skid_au had implemented this in a previous revision and enabled it by default, but it caused glitches if STC wasn't set to "safe" (which kinda defeated the purpose since it slowed down stuff again).
Also renamed the "safe texture cache" to "accurate texture cache", since setting the "safe" texture cache to "safe" sounds kind of silly..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6625 8ced0084-cf51-0410-be5f-012b33b47a6e
this is mainly so they fit within ps_2_0 limits, but I made this separate from my last checkin to make it easier to test separately in case it somehow causes problems
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6619 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
- Merge the EmuWindow class to VideoCommon.
- Implement free look in the D3D plugins. Seems like it had broken before though; only rotating the view works..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6616 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
Fixes issue 2805. Fixes issue 3235.
If this causes problems on Windows, just use this intead:
#if defined(HAVE_X11) && HAVE_X11 || defined __APPLE__
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6614 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
* Added jit versions of 5 DSP LoadStore instructions: srs, lrs, lr, sr, si
* Renamed MainOpFallback to Default for consistency in naming with JIT64
* Made ext_dmem_read and ext_dmem_write more generic for wider use
* Optimised dmem_read and dmem_write slightly
* Added dmem_read_imm and dmem_write_imm optimised versions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6596 8ced0084-cf51-0410-be5f-012b33b47a6e
Title Version and region char of currently installed system menu are now listed in the menu as well
Which means disc channel will only show pal discs if it is a pal nand dump; ntsc nand dump will show ntsc discs, ntsc-j nand dump will show ntsc-j discs
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6591 8ced0084-cf51-0410-be5f-012b33b47a6e
fixes system menu loading the ini file from the last run game
also check for all countries when setting bntsc for wad/nand titles
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6590 8ced0084-cf51-0410-be5f-012b33b47a6e
Changes file dialog to show *.bin for wii save import instead of data.bin
Move Sram dumps to Sram.cpp and change default FlashID
Fixes issue 3711.
Fixes issue 3042.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6588 8ced0084-cf51-0410-be5f-012b33b47a6e
Also set up cmake/cpack to create prebuilt binary packages and source packages.
Also change the vertex shader dump file name in the gfx debugger to something that makes more sense.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6587 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
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6581 8ced0084-cf51-0410-be5f-012b33b47a6e
allows using any (valid) memorycard.raw in any slot (including real memcard dumps)
Fixes issue 684.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6576 8ced0084-cf51-0410-be5f-012b33b47a6e
DX9: Revert to the old EFB coordinate scaling. Glitches caused by higher EFB scales probably can't even be fixed properly in DX9, so let's not even mess with it...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6573 8ced0084-cf51-0410-be5f-012b33b47a6e
- I've implemented calling to ProcessFifoEvents when is there is a pending event in the main queue from CP, PE & GP
- I've implemented FifoIntReset(TRUE, TRUE) in write Clear Register.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6572 8ced0084-cf51-0410-be5f-012b33b47a6e
Also fix some compiler warnings.
On linux don't install the license.txt file. Most distributions handle license files via a package. For example on debian based systems this gives a lintian warning.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6568 8ced0084-cf51-0410-be5f-012b33b47a6e
the black screen in Sonic Colours. Both JIT and JITIL have this work-around.
Re-enabled ps_mul as that instruction was not the root cause.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6565 8ced0084-cf51-0410-be5f-012b33b47a6e
- Improved the GP Register Status: now this is all the time from the fifo loop.
- Improved the Interrupts manage:
1) Removed All UpdateInturrupts from CommandProcessor Writes and Read.
2) now the CP interrupts are schedule from the video thread and the fifo loop waiting until this happens
3) considering Inmediate mode for the CP interrupts
3) Implemented Interrupt CP Cache State
4) Implemented only Overflow interrupt in GatherPipeCheck because this need to be detected quickly.
- Implemented Overflow handling like a real HW, when Hiwatermark interrupt happens this write ClearRegister with True en HI and False in LO (FifoIntReset) after that a Control Register is writed and the FIFO is processed to LO Watermark.
- Removed all ugly code from LO and HI watermark manage
- Removed all ugly code from BP manage
- Change >= by == in the BP clauses
- Removed speed hack (1024 chunk) for better GP Status Control.
- Commented GXSetGPFifo very soon hack
- Commented FackWatchDog hack
- Commented FIFO_RW_DISTANCE = WritePointer hack
This is the beginning and the base for the future., If this broke your favorite game my apologize, only report this and will try solve it. If you have a Overflown don't worry, I've implemented the real solution code using the Overflow Interruption only need continue working for a perfect protection. Why I did it? Because is preferable a accurate and clean fifo instead hack y fifo for improve that. Thanks to DONKO for you awesome Video Plug in and skid for the chatting. PD: I have 7-10 fps more in the star fox video. bye :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6554 8ced0084-cf51-0410-be5f-012b33b47a6e
Should fix problems caused by EFB scales other than Native (excluding fractional!). Test whether this fixes games which work fine with native EFB resolution but show glitches with higher internal resolutions.
Also fixed numerous warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6549 8ced0084-cf51-0410-be5f-012b33b47a6e
Notable Changes:
Fixes right click menu in linux.
Fixes Issue 2412.
sram.raw file is no longer required to format a memcard
Update to use new ini sections, automatically remove default settings from ini file
enable pages setting no longer requires memcard manager to be reopened to take effect
it is no longer possible to switch to a negative page number
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6546 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
Fix the default wiimote emulation mouse button settings on linux.
Fix a little c++ operator precedence issue.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6534 8ced0084-cf51-0410-be5f-012b33b47a6e
for the real wiimote thread as for the other threads.
Turns out we use OS X bluetooth API's that were introduced in 10.5.4.
Remove vestiges of previously removed wiiuse_set_bluetooth_stack().
XXX We should probably have a Common equivalent of htonl and friends.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6531 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
so the recent addition of VideoCommon/Src/Debugger.h clashed with
DebuggerWX/Src/Debugger.h.
The latter had atrophied anyway, so just get rid of it to resolve the
conflict.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6526 8ced0084-cf51-0410-be5f-012b33b47a6e
Separated UI from debugger functionality. Generally cleaned up that stuff.
Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 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
* I've fixed concurrency problem with fifo.bFF_GPReadEnable when the breakpoint is achieved
* I modified when fifo.bFF_Breakpoint is turn off to prevent that the interruption happens
* I reverted r6483
* I improved the commit r6495 adding another protection when the GPRead is enabled in CTRL_REGISTER
You can test Pokemon XD in dual core mode is more estable now :P This commit could solve others hangs fifo related in DKC, Sport Resorts, etc. I dont have these games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6503 8ced0084-cf51-0410-be5f-012b33b47a6e
Plus: I added a _assert_msg_ in FIFO loop when the WriteDistance is negative. Please if that happens report it, this can help to solve strange issues with wrong WriteDistances.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6495 8ced0084-cf51-0410-be5f-012b33b47a6e
ESI is not available as callee save register on linux 64, so use R12, which
is available on windows 64, too. The only callee save register still available on
all platforms is EBP, but i guess we don't want to fiddle with that one.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6492 8ced0084-cf51-0410-be5f-012b33b47a6e
10.0 level hardware can't create multisampled depth buffers which can be bound as shader resources as well, but we need that for e.g. EFB access or EFB copies.
Only multisampling the color buffer doesn't work either since color and depth targets must be using the same sample count.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6491 8ced0084-cf51-0410-be5f-012b33b47a6e
In this way it prevents wrong fifo.CPReadWriteDistance in the future. That should fix RE0 Issue 2846 and others "Warning: GFX FIFO: Unknown Opcode (0x4d)" in dual core mode.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6485 8ced0084-cf51-0410-be5f-012b33b47a6e
Also add the mask for ADPCM predictor, like r6480 does.
Tested 64 bit linux/windows. At least compiles for 32 bit windows, but
with these binaries most of my guest software fails with
DSPLLE(interpreted and jit) when it gets to do actual work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6484 8ced0084-cf51-0410-be5f-012b33b47a6e
- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource().
- Fix EFB access when MSAA is enabled.
- Implement the "force linear filtering" option.
- Compile shaders using shader model 4.1 or 5.0 if available.
- Some minor cleanups.
Who cares about DX9 and OGL anyway :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 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
Add multisampling support.
EFB access doesn't work with MSAA enabled, yet.
Additionally clean up some stuff, fix a memory leak, ...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6468 8ced0084-cf51-0410-be5f-012b33b47a6e
* revert back to proper upscale mantissa of parameters A and C
* properly downscale magnitude to 0.24 bits instead than ≡0.23
* Z Eyespace conversion for projection by original patent concept
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6463 8ced0084-cf51-0410-be5f-012b33b47a6e
- Add some info about a backend's feature set (MSAA, Real XFB, EFB to RAM, ..) to VideoConfig
- Gray out options if they aren't supported by the backend or if changing them doesn't affect anything (e.g. changing STC mode if STC is disabled)
- Allow signed bytes for D3D11. Not sure if this causes glitches, but it should work
- Call wxEvent.Skip() in the event function handlers, not sure if this fixes any bugs but the old code definitely caused bugs during development of this patch
- Fix a memory leak in the configuration dialog if D3D11 is used
- Other minor stuff that doesn't need to be mentioned or which I forgot
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6450 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
Add a version check for avcodec and swscale libraries.
Fix a bug in the xlib wiimote emulation button configuration. If you are using a mouse button for wiimote emulation you may need to adjust your settings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6426 8ced0084-cf51-0410-be5f-012b33b47a6e
a little bugfix in vertex loading and some fixes.
not much time to work these days but at least i can spend a little time fixing thing.
please test for regressions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6409 8ced0084-cf51-0410-be5f-012b33b47a6e
Add a check to see if -Wno-unused-result is supported by the compiler.
Fix some compiler warnings in the wiiuse code.
Fix a bug in the wxGTK panic alert code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6399 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
Games that have higher frequency sounds and music should sound a bit better using 48k.
I don't have any games that use DTKMusic so that upsampling code untested. If you get strange sounds only at 48k try toggling dtk music to see if that isolates the problem and let me know.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6383 8ced0084-cf51-0410-be5f-012b33b47a6e
DX9: When clearing the back buffer in Renderer::Swap(), use IDirect3DDevice9::Clear instead of a clear quad if possible. Should improve performance marginally.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6373 8ced0084-cf51-0410-be5f-012b33b47a6e
Windows audio backend with lower latency.
Audio never glitches on my machine but the number of buffers may be set too aggressively. If you run into problems try turning up NUM_BUFFERS in the h file and leave some feedback.
From my tests games seem to prefer filling the buffer with smaller chunks. For this to work the callback that fills the buffer needs to either spin or run async so I went with async.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6371 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
Also link the dolphin-emu executable against GL in the cmake build. Why? This seems to fix the segmentation fault on stop issue. Although curiously enough, linking the dolhpin executable against the system shared library SOIL fixes the problem too. It doesn't work with the static version of SOIL build in the externals. The reason the problem disappeared with the scons build is that the executable is implicitly linked against GL since the linker flags are set up to be thrown in everywhere.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6364 8ced0084-cf51-0410-be5f-012b33b47a6e
Also some general clean up of the main CMakeLists.txt file. I think it is nice to keep the checks and analysis of the results together.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6363 8ced0084-cf51-0410-be5f-012b33b47a6e
Not sure how to fix Dolphins hotkeys when 3D Vision is enabled (I do know a way, but it's messy and I don't want 3D Vision messing with Dolphin's cleanliness).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6362 8ced0084-cf51-0410-be5f-012b33b47a6e
change the unit test to catch this bug if it turns up again and two more
zeroWriteBackLog() calls.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6356 8ced0084-cf51-0410-be5f-012b33b47a6e
Set scons build to autodetect OpenCL by checking for both the library and header instead of having an option. Unfortunately there probably needs to be a path variable that can be set to the location to look for the headers. For example on Ubuntu with nvidia, the headers are located in /usr/include/nvidia-current instead of /usr/include, and hence not found by scons.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6355 8ced0084-cf51-0410-be5f-012b33b47a6e
The finding was that 99% of the time, textures are static in memory. However, Dolphin would pessimistically continue to decode and copy the same texture every time. The optimisation is to check if the texture matches what is in the cache, and if it does, Dolphin should early exit.
The result is the speed in New Super Mario Bros Wii increased 35% with spinning coins. Still not as fast as EFB copy to texture though.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6352 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
Added autodetection of shared libraries.
Added a check for Xrandr.
Fix OpenAL linkage.
Copy User and Sys directories to lower case in the binary directory.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6338 8ced0084-cf51-0410-be5f-012b33b47a6e
Also X11 is required on *nix systems.
GTK2 is required for building the wxWidgets builds on *nix systems.
Added a check for pulseaudio.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6334 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
* Make writeToBackLog private to DSPIntExtOps.cpp
(JIT variants of 'l and 'ln are disabled and broken as is)
* Make zeroing of the backlog conditional on doing an interpreter fallback and
do it at a few more places
* Fix selection of cleanup for extended opcodes.
* Fix the DSP unit tests to correctly emit the function prolog/epilog
(else EBX wouldn't be saved)
* Add a few more DSP unit tests
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6325 8ced0084-cf51-0410-be5f-012b33b47a6e
Upon texture reloading, the cache entry hash wasn't updated and thus we effectively disabled any texture caching in that case.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6308 8ced0084-cf51-0410-be5f-012b33b47a6e
Games affected by this change: Mario Smash Football, Mario Strikers Charged Football, Monster Hunter Tri.
Other games possibly affected: Shaun White Snowboarding, Resident Evil Code: Veronica, Baten Kaitos.
This implementation will decrease performance if the game uses this feature, but the glitches will be gone. I'll add an option for this in a later commit. EFB pokes are somewhat slow in DX11 right now, speed should be okayish in DX9 though.
Other changes:
- SOMEWHAT cleaned up the EFB access code in DX9
- Fixed incompatible parameter list of AccessEFB and TVideo_AccessEFB.
- Fixed a theoretical bug in ReplaceRGBATexture2D, add support for STAGING textures
- Removed unused parameters in various DX9 functions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6300 8ced0084-cf51-0410-be5f-012b33b47a6e
The "Enable Progressive Scan" option in the Wii menu now controls whether the Wii/GC will detect a progressive scan display. This affects the timing of some games (both GC and Wii). Usually, the checkbox should be unticked as progressive scan displays require higher bandwidth.
This fixes the slow speed in NBA JAM. This also fixes the hang in Megaman Network Transmission. This should fix Deadly Creatures (turn off progressive scan).
Fixes issue 3314.
Fixes issue 3066.
Fixes issue 2571.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6297 8ced0084-cf51-0410-be5f-012b33b47a6e
Now, there are two:
Real dimensions: Width and height of the original GameCube texture
Virtual dimensions: Width and height of the texture used by dolphin-emu's renderer
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6291 8ced0084-cf51-0410-be5f-012b33b47a6e
Work around different gcc versions giving conflicting warnings
about signed/unsigned comparisons involving bit fields.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6290 8ced0084-cf51-0410-be5f-012b33b47a6e
Added disc access time emulation
Enabled the disc transfer speed by default
Changed the system timing back to the pre-r6090 default (thanks to tsilibourditsas for testing)
Changed the game property to "Speed up disc transfer rate". Leave this disabled for the most compatible setting.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6284 8ced0084-cf51-0410-be5f-012b33b47a6e
In Issue 3097, two bugs are reported (The bad collision checking in NSMBW and MP2 collision issue). In this commit, the bug in NSMBW is fixed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6282 8ced0084-cf51-0410-be5f-012b33b47a6e
call it for every instruction, like in DSPInterpreter::Step. Fix the analysis lookups
for DSP_IDLE_SKIP and DSP_LOOP_END.
After this patch, the block_size and the return value from the block always match,
except when an internal exception is detected. This will change in a later patch,
so we actually get some benefits from checking if we need to call HandleLoop().
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6280 8ced0084-cf51-0410-be5f-012b33b47a6e
It is pure luck that we did get a fresh (thus zeroed) memory area when not putting DSPLLE on thread. ClearIRAM() is supposed to only clear the non-static part.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6278 8ced0084-cf51-0410-be5f-012b33b47a6e
The block_size seems to be not reliable, even after trying to more closely match
the interpreter by looking at the analysis for (addr+opcode->size-1) for detecting
the end of the block.
Since we need to "calculate" this number shortly before returning to
RunForCycles, it seemed logical to use the (up to now) unused return value
of the blocks.
Improves SMG2 here.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6266 8ced0084-cf51-0410-be5f-012b33b47a6e
IsSameMemArea check in the rest of the file.
Looks like this is simply a copy-paste error, that i dutifully "fixed" for 64 bits.
No idea if this fixes anything, but it brings JIT more in line with the interpreter.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6263 8ced0084-cf51-0410-be5f-012b33b47a6e
- Add a sanity check in CRenderFrame::MSWWindowProc. Possibly reduces the risk of a crash when starting a game and immediately closing the emulation window when using the DX9 plugin.
- DX11: Add the resource usage as a parameter to CreateQuadVertexBuffer, possibly to be used in the future.
- reduce the size of the EFB access buffers from 4x4 to 1x1 since they needn't be bigger anymore
- some fixes to the recent hires commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6256 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
This is the safe variant that does not assume other
functions use R11 for &g_dsp.r, which they actually do.
So there is a lot unnecessary reloading of the register
getting emitted.
There are a few small changes exploiting pointers known
at emission time and making use of MComplex math.
Also renames m_LLEplaying to m_AIplaying in Core/AudioCommon.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6245 8ced0084-cf51-0410-be5f-012b33b47a6e
Renamed EFB Scale to Internal Resolution.
Removed Auto Scale option (it is now always on).
Added on-the-fly changing of the Internal Resolution in the OpenGL and Direct3D9 plug-ins.
Further consolidated the code in the video plug-ins.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6240 8ced0084-cf51-0410-be5f-012b33b47a6e
This should eliminate the crackling with alsa and pulseaudio backends and replace it
with much nicer pauses. This is only interesting for audio backends that do not
respect Mixer::GetNumSamples() and should not impact users able to run the DSPLLE at
full speed.
The cost of this is an added LLE audio latency of about 0.06 s in the continuous
playback case. If that is too much, lower the low watermark.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6239 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
final rendering of (at least) Sonic Unleashed.
This should be (nearly) invisible in Z16 depth copies and in games, but there is
some chance that it collides with other such border cases. There probably is some
room to decrease the adjustment but 9999999/10000000 is not enough. A static offset
may be an option, too. I don't know if the game can/does set something like that.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6225 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
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 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
include referenced array data in the hash to avoid problems in some games.
this version is a slower than the last version but is more stable, still much work to do but so little time to do it :)
Added Dlist Caching Option to the plugin configuration so anyone can compare the performance change.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6205 8ced0084-cf51-0410-be5f-012b33b47a6e
After launching a channel, the wiimote has to be disconnected and reconnected for it to work. The same also has to be done when returning back to the menu.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6202 8ced0084-cf51-0410-be5f-012b33b47a6e
* Implemented HID4.SBE flag
* Implemented but disabled MSR[IR] and MSR[DR]
* In-lined ISI exception calls
* Fixed and verified exception handling according to docs
* Code clean-up in the memory functions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6199 8ced0084-cf51-0410-be5f-012b33b47a6e
after this revision, wii save manager (< 3.0) should show any saves on the emulated nand
fixes an old issue with GetTitleID
fixes issue 1716.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6190 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
Fixed the interpreter to execute instructions in the right number of cycles. It used to execute all instructions in one cycle.
Added a trace function to the interpreter making it easier to determine differences between the interpreter and the recompilers.
Removed the "Enable self modifying code check" as it was not useful.
Fixes issue 2407.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6183 8ced0084-cf51-0410-be5f-012b33b47a6e
Marginally speed up old wiimote plugin by doing less memcpys
A lot of changes went into the bt dongle emulation, so please test for regressions :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6177 8ced0084-cf51-0410-be5f-012b33b47a6e
returning to installed wii menu from a disc based game is working
however wiimote does not work
launching title from the wii menu has a similar issue
only tested photo channel 1.1, channel loads but wiimote does not work
as before launching channels requires sysmenu < 3.0
and you can change between sys menus via extracted wads by installing any version
IE if 4.2 is installed, right click on 2.0 wad in the gamelist and install to wiimenu
and right click on 4.2 wad and install to go back to menu 4.2
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6175 8ced0084-cf51-0410-be5f-012b33b47a6e
Not a good thing to say, but this isn't properly tested, since I don't know of any game that generates a DSI exception. I'll try to write some homebrew to test this, but I'm pretty confident it's ok. Anyway, please take a look at it and tell me if you find some mistake :-)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6172 8ced0084-cf51-0410-be5f-012b33b47a6e
Since plugins can't be changed when emulation is started, it's a waste of time to check if it has changed.
There may be cases where this check is needed. If so, the check should be done in another function (because GetVideo() is called very often while emulating).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6168 8ced0084-cf51-0410-be5f-012b33b47a6e
remove stubbed devices. they now fall back to the base device class, which reports the device as not available.
fixes issue 3137.
start ios fd counting at 0 instead of 0x13370000. I know it's sad, but it fixes homebrew booting and such.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6164 8ced0084-cf51-0410-be5f-012b33b47a6e
the problem was that the streaming audio interrupts were still being triggered, causing the game to try and jump to an invalid interrupt handler. The code for dsp lle looks like a hack :( (but it works)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6163 8ced0084-cf51-0410-be5f-012b33b47a6e
Also, input movies are now linked to savestates instead of just selecting a file to save to and running a game and are exported at a later time. This allows you to easily continue a recording across sessions and makes rerecording possible.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6154 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
Done some refactoring around the PowerPC stuff. Main changes:
* Declared CPUCoreBase class
* Wrapped the interpreter into a class and made both it and JitBase inherit from CPUCoreBase
* Avoided reinitializing interpreter's and Jit's tables
A great deal of this work was done by nodchip, so kudos to him :-)
To finish, please forgive me for my not-so-great english.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6132 8ced0084-cf51-0410-be5f-012b33b47a6e
some useless IR pointer math... It still doesn't make rotation work
a sign fix when tilting along y axis (twisting the wiimote)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6121 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
- First change is for Mixer.cpp, I've just re-added the functionality lost in r4724, so, if you disable audio throttle, games like donkey kong jungle beat, will work properly.
- Second change points to a doubt comment on UCode_Zelda_Voice.cpp, where it did not know here PB.NeedsReset came from. Well, the answer is it came from line 03b2 of the dumped Ucode, so when PB.IsBlanck equals to zero, PB.NeedsReset is zero too.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6100 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
* Flushed the JIT cache on "ICFI" (Flush Instruction Cache)
* Made all instructions one cycle in duration
Fixes issue 233
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6088 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
* Added working Step Over function.
* Added hard-coded hotkeys for step into (F11), step over (F10) and toggle breakpoint (F9). The hotkeys are only active when the debugger is enabled. They function as before when the debugger is disabled.
* Added Debug menu item.
* Removed obsolete NotifyBreakpoint function from JIT and JITIL.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6069 8ced0084-cf51-0410-be5f-012b33b47a6e
Clean up of the input selected for the opengl x window in linux.
Fix a potential segfault when taking a screenshot (happens consistently when using "Save Targets" from the video debugger window).
Fix a memory corruption error that results from the wrong image size being passed when dumping textures.
Make the screenshot hotkey configurable.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6067 8ced0084-cf51-0410-be5f-012b33b47a6e
Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P
Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
The code changes disable the usual pipeline flush for certain BP Writes that occur while the minimap is being drawn in Zelda: twilight princess. This significantly increases speed while in hyrule field. The way this is accomplished is described more in depth on page 42 of Xtreme's thread. Big thanks to Xtreme for doing a great job hosting that thread, and Kiesel-stein for initial work on the hack
Also, I used the resource editor in Visual studio to generate the GUI code for the DX11 plugin, and some code appeared to be removed, although the behavior of the GUI did not seem to change. Hopefully someone more experienced with resource files (forms?) can double check that no code was damaged
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6057 8ced0084-cf51-0410-be5f-012b33b47a6e
(those originating from a thread other than the gpu thread)
glxMakeCurrent is supposed to error out when the context is
still current in another thread. NVIDIA handles that, but mesa3d errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6054 8ced0084-cf51-0410-be5f-012b33b47a6e
Now it only writes back dirty registers when flushed
* Fixed KillImmediate
* Renamed LoadToX64 and StoreFromX64 to BindToRegister and StoreFromRegister respectively (as suggested by ector)
* Code cleanup in calls to the reg allocator
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6053 8ced0084-cf51-0410-be5f-012b33b47a6e
Made it so that Source/Core/DolphinWX/Globals.h is only used for the wxWidgets build, and a little other file inclusion clean up.
Fix an issue where a user runs a game from the open menu or toolbar items with a clean user directory, and henceforth double clicking on the empty game list (where it says double click to browse for games), that game is run again.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6037 8ced0084-cf51-0410-be5f-012b33b47a6e
platforms as well. It would seem that ABI_PARAMx will have to be
used more consistently elsewhere to match up with a change to use
them here.
Not sure yet why I still need the final section of Jit64::stX.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6035 8ced0084-cf51-0410-be5f-012b33b47a6e
* Un-cleaned the Load/Store code. I think this will fix the stability issues from r6032
* Added memory exception checking to a couple more JIT FPU instructions
* Optimised the 64bit fast memory access slightly
* Optimised the MMU speed hack.
The rest of the speed optimisations from r6032 have been retained.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6034 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix modality for the config dialogs on windows.
Fix the compress/decompress dialog wxString issues for MacOSX (hopefully).
Fix the DSP-LLE debugger for linux.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6031 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
This one needs a lot of testing, since I don't have any games that need it, except Rogue Leader (GSWP64) - and I didn't do more "testing" than watching the stormtroopers dance due to speed reasons (altho it seems twice as fast as JIT for me; it does spit out a lot more warnings too)
btw, ITS OVER 6000!!111
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6006 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
* Emulated correct behaviour of DSI and ISI exceptions
* Added memory exception checks
* Added fast TLB cache implementation (written by booto)
* Added "Enable MMU" option in the game properties
* Renamed old TLBHack to "MMU speed hack"
Thanks to booto (PowerPC) and nash (testing) who spent many weeks of their time helping me make this work. Also thanks to shuffle2 for finding and converting the map file of the original target.
There are two options for MMU emulation found under the game properties. "Enable MMU" is the accurate emulation option. "MMU speed hack" is the old TLBHack renamed. Most games will work with one or the other. Some games can work with both options ticked.
Only the JIT recompiler and Interpreter work with the MMU code. JITIL is not supported (too hard for me to add).
The speed optimised code still needs a lot more work and is disabled for now.
Fixes issue 2546
Fixes issue 2583
Fixes issue 2704
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5994 8ced0084-cf51-0410-be5f-012b33b47a6e
* Code cleanup
* Reduce the cost of RFI instruction (heavily used on PowerPC)
* Implement missing cases in bclrx
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5991 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix an issue that prevented the code window settings from taking effect on application start. (Thanks shuffle2, skid_au, and sanchez).
Fix a potential segmentation fault with the DSP-LLE debugger window.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5988 8ced0084-cf51-0410-be5f-012b33b47a6e
This is EXPERIMENTAL, in theory don't break any game but if so Revert this commit immediately please.
Note: Beside Eternal Darkness needs DirectX 11 or DirectX 9 with Zelda Hack to works fine.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5986 8ced0084-cf51-0410-be5f-012b33b47a6e
Also refresh the log window at that time so artifacts are cleared.
A little more code cleanup of the debugger windows.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5983 8ced0084-cf51-0410-be5f-012b33b47a6e
PowerPC needs 2 instructions to load a 32-bits immediate value in a register (lis + addi; lis + ori). We can merge both instructions into a single SetImmediate().
This commit shares code with r5799, so to prevent another flame war on OSX vs Windows, I added #ifdef around the "bad" lines...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5982 8ced0084-cf51-0410-be5f-012b33b47a6e
Added a default perspective for the debugger.
Save all perspectives, and not just the active one.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5979 8ced0084-cf51-0410-be5f-012b33b47a6e
* Merge some loops in PPCAnalyst::Flatten()
* Put ppcState.cr and ppcState.cr_fast[] into a single C++ union. This allows quick access to the whole CR register without needing to merge the cr_fast array. The implemented solution assumes the host system is little-endian, but it seems to be already assumed in many places in the code...
* Inline the call to computeCR: it now costs a few more memory bytes per JITed instruction but it removes the CPU overhead of the CALL. This allowed to remove some unneeded MOV as well.
* Jit64::GenerateCarry() don't need a temporary register anymore
* Fix what seems to be a bug in PowerPC instruction RFI: the wrong bit was cleared in MSR
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5970 8ced0084-cf51-0410-be5f-012b33b47a6e
Don't rely on trailing /'s in directory names.
Destdir only works for global builds.
Only tar up global builds if they are in a destdir to
avoid SCons eating all available memory indexing /usr.
Print current status of shared_foo in 'scons -h'.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5966 8ced0084-cf51-0410-be5f-012b33b47a6e
Of course, this doesn't do much good without another shader compiler..
WIP of OS X application bundle building.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5961 8ced0084-cf51-0410-be5f-012b33b47a6e
wxFileSelectorDefaultWildcardStr had been copy-pasted and
changed to use specific filetypes had retained the extranous
format arguments to wxString::Format.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5957 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
To change it, right click the affected game in the iso list, select Properties, and enter some constant for "Watermark tightness". Reasonable values range from 20 to 200.
FIFO seems unoverflowable on my computer no matter what I set this value to, so test whether tuning the value helps you ;P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5907 8ced0084-cf51-0410-be5f-012b33b47a6e
- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases
Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 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
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.
I am far from a C++ language lawyer, so I cannot speak learnedly about the
correctness of this solution, but it works.
Dolphin.app built on OS X 10.6 now actually works on 10.5 as well.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5901 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
For a typical OS X app, one only needs to specify the SDK version and the
target OS version range.
Because we use OpenCL which is new in 10.6, however, we must be somewhat
more verbose in order to make use of the forward compatibility facilities.
Unfortunately, the critical bit that is required to have binaries built
on 10.6 work on 10.5, namely disabling the new compact __LINKEDIT format,
causes stack alignment crashes at emulation time on 10.6, so for now
Leopard users still have to build Dolphin themselves.
Hopefully, this stack alignment problem will turn out to be coincident
with lingering alignment issues.
Include the OS X version of the Cg framework in Externals as with the
Windows one. The header files appear to be the same in the Windows and the
OS X builds of the February 2.2 Cg toolkit, although they are differently
munged by what appears to be some automatic process, so no new duplicates.
Any upgrades to the Cg libraries will of course need to be done in sync.
I do hope that Sonicadvance1's GLSL work will enable us to get rid of Cg.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5893 8ced0084-cf51-0410-be5f-012b33b47a6e
Use SDL for input devices only on Windows and Linux.
(Still globally enabled for the legacy Wiimote plugin.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5886 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
implemented new efb to ram in opengl
modified TextureConversionShader preparing the implementation of new efb to ram in dx11
please test for regressions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5874 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
fix frame dumping and screenshots in d3d9 and opengl
some improvements to the new efb to ram
please test to see if the issues introduced by the new efb to ram are solved by this commit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5862 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
Put the filename back into the "Saving settings ..." notice log (soren don't remove this again.)
Added a "batch" mode command line option. Now dolphin will not exit with the emulator if a file is run from the command line unless you also use the "batch" option. For example in linux "dolphin-emu -b -e filename".
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5859 8ced0084-cf51-0410-be5f-012b33b47a6e
This "run once" behavior is more in line with expectations of a command
line invocation and matches what the nowx build does.
Personally, this makes the main build do everything the nowx build does
and more.
However, if you feel that the main build still doesn't have feature parity
with nowx, please say so now, so we can fix it and kill off nowx.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5855 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
normally (on a fresh install) be triggered by the user clicking on
the GUI.
This notably includes refreshing the game list. The progress dialog
used in the course of updating the game list relies on wxWidgets
being able to yield to its event handler which isn't started until
after OnInit.
In fact, we might want to consider just moving all the initialization
currently triggered by OnInit into AfterInit so that we can rely on
the event handler running there. This would mean that we don't have to
worry about whether those code paths are triggered by a user click or
run at init time. This will require some more testing, though.
For now just move automatic booting along as this requires the game
list initialization to be done.
We also could instead choose to special-case cases like updating the
game list and simply not use a progress dialog there if the event
handler isn't running, but this approach is clearly cleaner.
See thread at http://code.google.com/p/dolphin-emu/source/detail?r=5848 .
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5849 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
Also fixed a segmentation fault caused by the UDP Wiimote stuff when a thread was not properly ended.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5847 8ced0084-cf51-0410-be5f-012b33b47a6e
replace efb to ram implementation by a hybrid approach.
explanation:
when copying from efb to texture, instead of make a copy to a texture or to the ram, copy the data to both, in hi quality to the texture and in native quality to the ram.
then instead of re-decoding the data from ram (very slow) use the data in the texture.
to improve this even more, test if the cpu has modified the data in the ram copy, if so, update the texture in memory and mark it as dynamic to avoid redundant work in future frames.
having all this implemented this is what is archived:
sms: full quality with scaled efb copies and fully functional goop cleaning :)
ztp: efb to texture speed with full map support.
nsmbw: this is a hard to emulate game, as it make a lot of shading and texture modification in cpu. it only have 35 fps in my system with new efb to ram but is 10 fps faster than normal efb to ram.
this game also show me another unimplemented feature, copy efb to multiple textures at the same time (is used to animate coins and other things in the world).
this is a remaining todo in efb to texture.
a lot of games should improve, so please test and let me know any regresion caused by this commit.
if everyone likes this the next step is, implement efb to multilpe textures and merge efb to ram and efb to texture.
then port to the other plugins.
enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5846 8ced0084-cf51-0410-be5f-012b33b47a6e
* Added JIT breakpoints functionality
* Added a menu option to disable the JIT block cache
* Enabled single stepping in JIT mode as a run-time option (automatically enabled when the debugger is used)
* Enabled the missing JIT Off menu options
* Removed the JIT Unlimited Cache hack
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5833 8ced0084-cf51-0410-be5f-012b33b47a6e
Treat external data (configuration file and device names) as 8-bit data.
Character set mapping is not ideal, but at least such names can be used.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5824 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
frameworks on OS X.
Try to be a little clearer about which configuration options apply
to which platform(s). Should pave the way slightly for win32 scons.
We have accidentally been using LUA_USE_LINUX on OS X all along.
Turns out that LUA_USE_MACOSX is for an ancient version of OS X and
LUA_USE_LINUX is a reasonable set of defaults for modern Unices, so
just keep using that.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5804 8ced0084-cf51-0410-be5f-012b33b47a6e
with OpenCL will also run on 10.5 without OpenCL.
Build with OpenCL by default now, but keep the opencl build option around
until Linux also links OpenCL weakly, at which point it can go away.
Start to merge in the actions required to make the OS X application bundle
redistributable into the main build and let bundle=true be concerned only
with the optional step of creating a dmg.
Some people are building binary snapshots for OS X without applying the
install_name_tool fixups and besides, osx_make_dmg.sh doesn't fully handle
the internal dependencies between the wx libraries, so we need to be rid
of any external dependencies by the time "scons bundle=false ." finishes.
Ideally we should just use static builds of the wx libraries, but the flat
namespace used by Objective-C for anything other than normally linked
dylibs (sadly not dlopen'ed dylibs) makes that difficult because both the
main binary and the plugins have wx linked in without any symbol ordering.
TBD: Either do automatic install_name_tool fixups for both the main binary
and the wx dylibs or find a workaround for the flat namespace problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5797 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
few different variations that can be true depending on circumstances.
This would likely cover the _WIN32 case as well, but since I don't
pretend to fully understand just what is going on with wxWidgets
here, I can't really call this any less of a hack..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5794 8ced0084-cf51-0410-be5f-012b33b47a6e
meant as a ideally persistent device instance number.
In a dynamic environment such as when dealing with USB/bluetooth HID's,
I am not sure how much sense such an id can make and it would probably
be better to identify devices by an opaque blob (and a printable string).
In any case, the OS X HID manager does not offer the illusion of a
persistent integer instance identifier.
A string in the form of the device's own name is not sufficient as on
e.g. my Macbook Pro, there are three HID devices all bearing the name
"Apple Internal Keyboard / Trackpad".
For now, hijack the ControllerInterface id to mean the the HID usage
page number. This at least separates keyboards and pointing devices,
allowing the keyboard to be selected in the configuration dialog.
Also some minor cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5793 8ced0084-cf51-0410-be5f-012b33b47a6e
leaking memory. This is necessary because the wxgl code called from
those threads relies on deferred release.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5792 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
From now on if you create a GUI option specific to a particular build, do not gray it out. Instead do as I have done here and make it not present on those builds. It may add a few precompiler conditionals that developers have to look at, but that is considerably better than a completely useless option that the end user has to look at.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5774 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix the decoder codepath when OpenCL is enabled and the DX11 plugin is used.
Added the DX11 plugin to the Dolphin project dependencies.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5764 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
LZO/SFML/SOIL and subject to the same shared_foo exception options.
This makes building a self-contained distribution package much easier.
TBD: Cg and wxWidgets 2.9.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5712 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
By now I'm pretty sure some games are written in multi-thread, and they depend on Watermark to suspend/resume their threads.
So without Watermark, they will never work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5709 8ced0084-cf51-0410-be5f-012b33b47a6e
the properties window so that a large ISO directory doesn't cause
the window to take up the full height of the display.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5700 8ced0084-cf51-0410-be5f-012b33b47a6e
Use 10.5 SDK header files in an attempt to keep us honest and
10.5 compatible. I'd do the same with system libraries, but
the linker gives strange errors when I try that. We also link
against third party libraries from Macports that haven't had
any magic 10.5 compat dust sprinkled over them, so maybe it
isn't very important anyway.
Move the OS X variable section in SConstruct upwards a bit to
have the settings apply to more of the config tests. SCons'
ParseConfig causes problems for the -arch tuples, though, so
the SDL check still isn't quite as comprehensive as it should
be.
Put the XCode project out of its misery.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5693 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
I have no idea how all this stuff works, but this fixes at least some (if not all) games which worked before r5681.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5689 8ced0084-cf51-0410-be5f-012b33b47a6e
Improved dual core mode for "Metroid Prime 2", "Star Fox Adventures", etc.
I should have committed this long time ago, but I don't have every game to test compatibility... Any way, better late than never.
PS: If any regression observed, feel free to revert this rev.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5681 8ced0084-cf51-0410-be5f-012b33b47a6e
Might or might not work for you, yet.
Anyway, read the soon to be created forum thread on this plugin before asking any questions.
Huge thanks to rodolfoosvaldobogado for helping me out in various areas.
Also, thanks to everyone on IRC who supported me during development ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 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
I hope I didn't break the mac+linux builds - if i did, fixing it should be a simple matter of adjusting the sconscripts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5661 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
Ideally we should be more character set aware, but at the moment we
use anonymous 7/8-bit strings in too many places.
Fix use of AddGrowable{Col,Row}. Any (non-zero) rows/columns must
have been created first by adding an item to it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5648 8ced0084-cf51-0410-be5f-012b33b47a6e
the original author, in the About dialog. Ok'ed with him.
WX doesn't reflow text terribly well, so format it manually.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5646 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
Patch from user gamepromcompany on the MacOSX_Build wiki page.
Add support for the Mac command key as a hotkey modifier in
WXKeyToString but present it as Control. WXKeyToString is used for
both hotkeys and menu accelerators, the latter only supporting
Shift/Alt/Control with wxWidgets.
wxSpinCtrl on wx 2.9 has a very small default size, so give the
window size ones a reasonable size.
Use wxFULLSCREEN_ALL when switching to fullscreen, which gets rid
of window decorations like the title bar. Note that to actually
be rid of it with wx 2.9 on OS X, you'll need this patch:
http://trac.wxwidgets.org/ticket/11701
Also remove a couple of files I had accidentally duplicated.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5642 8ced0084-cf51-0410-be5f-012b33b47a6e
efb scale :
auto fractional: the original scaling way, will grant a 1:1 pixel mapping between efb and screen giving the best image quality even in non standard resolutions
at the cost of glitches in some games.
auto integral: automatic but only int values for the scale, no glitches but only the correct pixel scaling when using some resolutions.
the rest are the fixed scales.
enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5639 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
We really should integrate the nowx functionality into the main build,
removing nowx and HAVE_WX checks and turning USE_WX into a variable
that defaults to GUI use but can be overridden at the command line.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5630 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