Note I do not mean the Logging window, but the console window.
It's literally rarely, if at all used, and offers less advantages over the built-in logging window (ie. it breaks on different locales: http://i.imgur.com/Cs92tQE.png)
This commit should remove all of the console logging.
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.
v2: also remove dlc_desc
This isn't the cleanup that GLInterface needs, but for now it makes it so it'll swap and not just black screen
A cleanup to GLInterface will be coming in a couple weeks.
Prior to this commit it was possible to assign the same keycode to more than one button.
ie. Say I assigned Open with the hotkey Ctrl+O; well, it was possible to also add it to another function as well, which leads to hotkey clashing.
Now, say I assign Open with Ctrl+O, but then assign that same hotkey to Refresh List; it will unbind the hotkey from Open and then assign it to refresh list.
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.
This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
add the GL include (back) to Base.props
use a similar technique to GLX.cpp (by Sonic) in WGL.cpp to get
wglSwapIntervalEXT without the WGLEW check
Conflicts:
Source/Core/VideoBackends/OGL/OGL.vcxproj
Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
Source/VSProps/Base.props
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses. A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory. Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.
And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
This removes the redundant code and also implements this feature for OSX and Wayland.
But so it's dropped for non-wx builds...
imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
This implements a partial JITIL based off of the JIT64IL. It's enough to run most games, albiet at a slow speed.
Implementing instructions for this IL is really simple since it basically is just enabling based on what is already in JIT64IL, and then enabling each individual IL instruction.
if the exe directory and the save directory had the same prefix, .../dolphin emulator/... and .../dolphin/... the path would previously have been incorrectly changed
- Don't use %lu for size_t; they're different on Linux x86.
- has_warned_about_drivers is only used on win32, so only declare it
there to avoid a unused variable warning.
Dolphin is obviously not marketed as being for educational purposes
only, and claiming otherwise in the about screen would not have any
legal weight, so don't insult everyone's intelligence.
(This is currently pointless, as the code in question is not used on OS
X anyway, but I'd like to see that option come back. In any case, fixes
the warning)
saves like super smash bros brawl, mario kart, etc which use simple copy restriction via the banner file are now able to be imported natively with the wii/wiiU system menu
save files which include subdirs are correctly packaged
NOTE: saves which include 'nocopy'/'nomove' folders will likely always require homebrew
adds feature to export all wii saves
- Make "copy data into bundle" depend on the files actually being
changed, rather than being run on every build.
- postprocess_bundle depends on system files and checking the Dolphin
binary and all that, and would be iffy to try to avoid rerunning;
but it's only needed to produce a redistributable bundle, so add
SKIP_POSTPROCESS_BUNDLE to skip it for development.
Use strings internally, use a multimap and std::function for callbacks (instead
of a flat vector + loop over the vector to find the right callback type), fix
coding style issues. Simplify MainAndroid code a bit.
Pad mapping and the UI behind it is significantly confusing,
and has been confusing users since NetPlay was introduced.
As part of a large code cleanup to help NetPlay more stable,
introduce a better pad mapping system where local pad mapping
is handled by the client. Now, all the server and other
clients know is which player have which controllers, and the
clients only know this so they can show the pad mapping in the
UI; they don't do anything else with it.
A future cleanup will use this pad mapping data to completely
ignore the pads configured in the settings pane on the host.
remove copy protection bit from banner
- should allow *some* copy protected games to be moved to a real system;
ex: super smash bros brawl, mario kart
games with a nocopy/nomove folder cannot be imported to a real system without using homebrew tools, warn for these saves
ex: guitar hero
remove some unneccessary class fields
the class is still incredibly ugly :(
If we don't do this, then when the game starts we'll send out the
buffer size to clients being a super large value of junk, and they'll
hang forever trying to accumulate an input buffer a size that they'll
never ever reach in a million years.
This never manifested in release builds for some reason.
This should be transparent, but it may cause regressions.
The idea here is that now all players, including the host of the server,
talk to the server through TCP/IP networking. This significantly reduces
our codepaths through netplay, and will prevent strange local-only bugs
from happening.
The cleanup isn't 100% finished yet. The NetPlay dialog still drives the
server through private APIs. I eventually want to sanction off the server
entirely, so all communication is done through TCP/IP. This will allow us
to have high-traffic public servers that can relay multiple games and
lobbies at a time, and split off channel and game management to people
other than the host.
This is all still just a pipe dream, though.
Feedback is in logs as suggested by skid_au. The checkbox is still there, but
mostly for people who would like to opt out (unfortunately, I can not be sure
how this feature may behave for some routers - there's a hell of a lot of bad
UPnP implementations.)
The Visual Studio stuff is a little messy, so I apologize if anything is a bit
off. I tested most configurations and it worked.
I also tested CMake on Debian Wheezy, Ubuntu Saucy, and Mac OS X Mountain Lion.
All seemed to be OK.
Also keep a PNG version of bin2c'd resources in order to make these kind of
changes easier in the future.
Fixes recent versions of libpng complaining loudly about our images.
Modify the buttons and editor interface for the new expression
language, like the new op name for add, the new device name syntax,
and add new editing features, like simple selection behavior on
unary ops.
The Cheats manager should be updated when the ISO is changed because it's non-modal
Removing code that read the ID from file because the cheats manager only has a use when an emulation is running (when the ID doesn't need to be read from the ISO again because it's in a variable). This fixes loading Gecko codes for .wad during an emulation because "VolumeHandler::GetVolume()" return false in this case
Before this commit, nothing would would be displayed in the "Frames to Record" text control.
This fixes that by setting it to what m_FramesToRecord is initially set to, which is 1 (at the time of this commit).
Example (in step by step explanation):
1. Run Dolphin.
2. Go to Tools -> Fifo Player
3. Go to the Record tab and hit record and then stop without a game loaded.
The button is now disabled and will not become active again for the whole time that Dolphin is running. Dolphin must be closed and then re-opened in order to use it again. This fixes that.
I've tested it with multiple conditions to make sure this doesn't beef anything else related to the Fifo Player.
ie)
- Record then Stop without a game loaded (multiple times)
- Record then Stop with a game loaded (multiple times, as well as testing playback. All of which work fine).
Select the dance mat via Configure > Gamecube > Port 1 > Dance Mat
The dance mat is mapped to the GC Pad:
D-Pad Up = Blue Arrow Up
D-Pad Down = Blue Arrow Down
D-Pad Left = Blue Arrow Left
D-Pad Right = Blue Square
Y Button = Orange Arrow Up
A Button = Orange Arrow Down
X Button = Orange Arrow Right
B Button = Oranage Square
Load by timestamp: load last state is expanded from 1 to 8 actions, for newest to oldest state
Save by timestamp: overwrite the oldest state (or use an empty slot if available)
Adding remaining hardcoded state keys to hotkey dialog
Adding a program exit hotkey
The "Download Codes (WiiRD Database)" button is enabled (and its click return silently without an effect) when "Tools → Cheats Manager" is opened when there's a running emulation for which there's no "[Gecko]" ini section, confusing the user about the reason for not downloading codes or showing an error when there's no running emulation
Solution
when there's a running emulation: fix the button
when there's no running emulation: disable the button (to indicate to the user that this button must be clicked elsewhere, in the ISO settings dialog, the user will realise or remember)
* VBeam-fix:
Renamed the VBeam variable for clarity.
Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing. Fixed VBeam emulation in progressive scan mode. Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
Fixed VBeam emulation in progressive scan mode.
Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
Also fix up the dangling else's. Shit just looks incredibly ugly in terms of actual structure in the code.
I took the liberty of adding comments in FifoPlayerDlg.cpp, LogConfigWindow.cpp, LogWindow.cpp, and FrameAui.cpp to better explain some things.
If any comments are wrong, don't hesitate to complain.
GC and Wii games using the AX UCode should now work almost perfectly with DSP
HLE. If you get any issue, make sure the "DSP on dedicated thread" option is
disabled, and try setting framelimit to "Audio".
As a side effect, DSP HLE should not desync anymore (making it usable in
netplay and TAS) with AX games.
Conflicts:
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.
A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).
Elaborations can be seen in WGL.cpp
I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend.
It just began with simple changes which aren't supported on osx.
They either support ogl2 OR ogl3 core, but mixing isn't allowed.
As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either:
- OSX supports only GLSL100 which doesn't support our shaders.
- Vertex Array Objects are needed for ogl3, but not supported on ogl2
- immediate mode isn't supported any more, so we must implement vertex buffers
- uniform buffers are recommended as else we would need tons glUniform
- postprocessing shaders have to be converted to glsl
- lots of smaller outdated issues and bug fixes :-)
Thanks at all for testing and at Sonic for converting all of our shaders to glsl130
And sorry for all upcoming bugs...
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban.
Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size. Fixes NFS:HP2 GC.
Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision". Required to go in-game.
Added direct GameCube controller commands to the Serial Interface emulation. Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss.
Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
Skipped the EE check if there is a CP interrupt pending.
Disabled "Speed up disc transfer" from the ZTP GC game ini.
Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
Delayed the interrupts in the EXI Channel.
Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
Made vertex loading take constant time.
Increased the cycle time of the vertex command. Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
Profile stores, fp stores and ps stores only to the fifo write addresses list. This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
...
Conflicts:
Source/Core/VideoCommon/Src/PixelEngine.cpp
Some cleanup throughout related code. (try to make logic in ISOFile understandable by a human)
Encode strings in UTF-8 rather than somehow trying to determine the encoding in the GUI code.
Non-windows OSes temporarily broken.
# By Jordan Woyak (46) and others
# Via Jordan Woyak (2) and others
* master: (70 commits)
Fixes two memory leaks, one is pretty bad for OSX. Yell at pauldachz if this doesn't work. Or... say thanks.
Added a BluetoothEnumerateInstalledServices call so that the wiimote remembers the pairing.
Make ARMJit core default CPU core on ARM architecture
Fix a StringUtil regression from the arm-noglsl merge
Small improvement to cmpli/cmpi in ARMJit.
Merge latest ArmEmitter changes from ppsspp while we're at it.
Ah. I blame vim on this typo entirely.
Add disabled code for authenticating wiimotes on Windows.
Add the missing FPR cache
Buildfix.
Yell at the user if they change window size while dumping frames, and some other avi dumping stuff.
Not sure if this is the right way to handle this, but it makes the save states perfectly stable. That's all that really matters, right?
Abort loading states from incompatible graphics backends.
ARM Support without GLSL
Improve VideoSoftware save states. They are fairly stable, but not perfect. OpcodeDecoder::DoState() needs to be fixed.
Begin implementing save states to video software. Kind of works, sometimes.
Make error message for loading save state with wrong dsp engine shorter.
Abort load state if it uses a different dsp engine, instead of crashing.
Update the gameini of F-zero. Efb to Ram is no longer the default choice.
fix last commit by neobrain
...
Conflicts:
Source/Core/VideoCommon/Src/Fifo.cpp
# By Jordan Woyak (9) and others
* master:
Fixed a buffer overflow in the OpenAL buffer.
TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs.
WII_IPC_HLE_Device_FileIO: don't rebuild the filename on every operation.
Some cleanup of CWII_IPC_HLE_Device_FileIO: The real file was never kept open for longer than a single operation so there was no point in dealing with it in DoState. Saving the real path in the savestate was also probably a bad idea. Savestates should be a bit more portable now.
Removing destination on rename when source isn't present doesn't make sense. IOCTL_RENAME_FILE still might not be totally correct.
Change some CNANDContentLoader logic to what was probably intended. Kills some warn logs when opening Dolphin.
Let's not CreateDir an empty string every time CreateFullPath is used, logging an error every time.
Fix a memleak. Probably/maybe improve USBGecko performance.
Remove the core count from the cpu info OSD message. It was often wrong and not rather important.
Use omp_get_num_procs to set the number of OpenMP threads rather than our core count detection.
Bulk send TCP data to the client with the emulated USB Gecko.
Added the ability to reverse the direction of the force feedback by allowing negative range values.
Changes/cleanup to TextureCache::Load and other mipmap related code. The significant change is what is now line 520 of TextureCacheBase.cpp: ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1) to TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);