Add 4-player support to Dirty Pigskin Football, WFF Royal Rumble, World
kicks PCB and Beach Spikers.
Fix several bugs in initEeprom and force 4-player cab when needed.
Get rid of pstone, pstone2 and ringout default eeproms.
jvs: allow button mapped to jvs P2 to be always on. Don't overflow
button descriptors table
midiffb: invert axis if needed
Launch sgdrvsim network instances automatically. Remap some buttons and
make some always on.
get rid of float ops hack for dead or alive 2
get rid of idle skip option and code block hashing
count cycles for high-level wince functions and handlers (GetTickCount,
QueryPerformanceCounter and TLB_MISS handler)
Fixes Dave Mirra Freestyle BMX time counter running too fast.
More FPS for many wince games. Better wince perf on slow devices.
* OpenBSD: BSS is immutable so mark it as mutable so that mprotect RWX works
see: mimmutable(1)
bc009f82ea
* OpenBSD does not have mcontext_t
<signal.h> provides `typedef struct sigcontext ucontext_t;'.
take register names from <machine/signal.h>, which provides struct
sigcontext.
see:
1a13d3ae4e
* OpenBSD uses major.minor for shared libs, so properly dlopen libGL.so
* OpenBSD remove redefinition of swap16
* OpenBSD: SDL2 controller detection
Use sdl_open_joystick() to open controllers on startup instead of
SDL_JOYDEVICEADDED event, which never gets detected.
* OpenBSD does not have mcontext_t but linux does
Eliminate duplicate code for immediate memory read/write in all dynarecs
Simplify PREF to use do_sqw_nommu even for simple SQ remap
Check for address errors before mmu translation
Get rid of unneeded template params in mmu translation funcs
* cmake: use c++17
* Use std::size
* Use std::make_unique
* Use std::clamp
* Use structured binding
* Use [[fallthrough]]
* Use enable_if_t/is_enum_v/is_integral_v/is_same_v
* Use if constexpr
* Use try_emplace
* Use auto for iterators
* Use inline variables
Power Drift crashes with 1Mbps
partial revert of 2332884d8b
Force Slave Zero to use real bios (still has issues)
Worms Pinball prototype needs full framebuffer emulation
Naomi2 TA context geometry for the current frame is lost when
rollbacking during vblank in because it hasn't been queued for render
yet.
Fixes black screen after GGPO rollback for Naomi 2 games
Memwatchers weren't properly reset after a ggpo session.
Race condition when stopping if GGPO restarts the cpu for a new frame.
The emu thread might still run some rollback frames before stopping, so
the emu state must be updated only after ggpo is stopped.
Fixes MINIDUMP-6P
Don't autosavestate when GGPO is on
Really disable renderer during GGPO advance frame
Don't stop the sh4 after render (single threaded) when GGPO is on
android: Don't restart when unpaused if online
pvr: Heap use after free due to PolyParam vector reallocation
vk: fix wrong buffer size calculation
Renderer::Process now returns void since it can't fail anymore
naomi2: light model at index 0 is "no light"
dx9, gles: throw if naomi 2 not supported
Config can change after the TA context has been queued (upscaling, full
framebuffer emu, etc.) which can make the calculated framebuffer size
wrong during render, leading to crashes in renderers.
Fix for MINIDUMP-35
18wheeler: limit wheel range. Issue #693
18wheeler: Implement gear tristate lever with 2 buttons. Fake motor drive board to avoid error messages in deluxe version.
soulsurfer: floormat button/contact is always on
wldriders: unmap rear brake so it doesn't have to be released
Option to reg alloc 64-bit regs in two host regs. Used when FPSCR.SZ ==
1 (64-bit reg and memory transfers.) Enabled for arm, arm64 and x64
(windows only) dynarecs.
Don't fallback to interpreter when FPSCR.PR==1 (double precision) for
FMOV, FLDS and FLTS.
add dynarec implementations for missing ldc and stc ops with sr and
fpscr
add dynarec implementation for tas.b
canonical implementation for div1
delete unused reg_old_sr_status and reg_sr
Disable full framebuffer emulation with ggpo if threaded rendering is
enabled. Would require thread synchronization on VRAM page map.
memwatch: do single lookup on page map in hit()
* Open external console for serial output on Windows
(cherry picked from commit e41a1410b9)
* Compile fix for _UNICODE
(cherry picked from commit 4e6927bd27)
Sort triangles during ta_parse. Use the same index as other polys. Store
results in rend_context.
Use primitive restart if available to avoid too many degenerate
triangles.
Update renderers.
ggpo: Optimize memwatch and load/save state. Unprotect memory before restoring a state. Smaller timesync wait. Missing error handling.
pvr: call ggpo::endOfFrame() on vblank in only
ssa: fix warning
Do not attempt to reserve 4GM of virtual space on 64-bit hosts. Use
512MB everywhere.
Don't map elan RAM if not needed and dont protect/unprotect it in
memwatch.
Take jitter into account when calculating current scanline
Scheduler would miss the next int if it's on the next scanline
Support for Hblank interrupt mode 2 (every scanline)
Merging polygons in per-triangle can produces a large number of
degenerate triangles (up to x3), which must then be sorted, resulting in
a performance hit. This is useless since the sorted triangles are merged
after being sorted. (Regression introduced by
20d25059bf)
Issue #818
In per-strip mode, polygons are now sorted before creating the index and
merging. So it doesn't have to be done in the renderer anymore.
Maple bus max xfer rate is 2 Mbps but actual speed is 1 Mbps.
Fixes Slave Zero (PAL) freeze with HLE.
Some improvements on payload size calc. Clean up.
EoR interrupt delay now depends on the TA context size.
Issue #634
Fixes issues with FMV in some WinCE games (Resident Evil 2, Next Tetris,
Nightmare Creatures 2)
Fixes Unreal Tournament flashing/black screen.
gl: mark vram area in rtt to avoid overwriting data (Worms World Party)
Force Worms World Party to use CopyToVRam (regression due to
6a5db32d5d)
Don't calculate precise aspect ratio and use 4/3 instead (or more if
widescreen or stretch).
Fix clipping issue when using SCALER_CTL.vscalefactor. Avoir crash when
clip values are >= width or height.
vulkan: RenderFramebuffer wasn't working at all if !EmulateFramebuffer
copy TA_GLOB_TILE_CLIP and SCALER_CTL to rend context when starting
render. Use rend context copy to calculate framebuffer size.
Fixes framebuffer size glitches in vf4 water stages.
lr: pass aspect ratio when resizing.
dx11: Wrong sizing of rotated games.
gl: test automation fixes.
Region tile object list pointers can be identical for op and tr modvols,
in which case tr modvols should be drawn using op modvols geometry.
Used by crazy taxi 1/2, alien front online, daytona usa and probably
many others.
Issue #717
Use FB_R_CTRL.vclk_div to detect progressive mode.
transform_matrix: Support non-4:3 aspect ratio such as 640x240. Don't
expect 480 height. Issue #690
Add black bars at top and bottom if screen aspect ratio is too low.
Issue #584.
Framebuffer size doesn't depend on screen stretching. Stretching is done
when blitting to screen.
lr: correct subsequent stretching when drawing vmus and xhair
Some games use 240p and pixel_double resulting in a 320x240 framebuffer.
Renderer should be resized accordingly.
Fixes linear filtering artifact in KoF dream match 1999 (Issue #690)
Correct handling of non square images
Improve search for arcade game names
Retrieve other images if no boxart (titlescreen, screenshot)
Changed some arcade rom names to more friendly ones
Store FT_W_SOF1 and FT_W_CTRL in render context since they can be
modified before render end. New tentative fix for vf4 water reflection
flashing black during netplay.
Refactor texture cache to use constructors. RTT code moved from
renderers.
Partial revert of ddcd3861d3
actual aica arm clock seems to be 22.5792 MHz, which means 512 cycles
per sample at 44.1 KHz (from 256)
fixes vf4 audio hiccup in character selection screen
new vblank event, used by cheats, lua and naomi net
new udp net protocol for naomi. rx/tx on vblank on emu thread.
input: rumble power configurable (Issue #158)
ui: rumble intensity slider, enable/disable upnp
aica: hook to consume midi out
decode midi out to simulate rumble for initd
upnp can now be disabled
Use TA parser to handle list type and clipping for Naomi 2 polys.
Pass all pass-throuch TA data to TA parser but stop on naomi2 command.
Set default projection matrix instead of identity (fixes Area conquered
screen invisible in initd).
Change N2Light and N2LightModel so they are usable in GLSL (vulkan) and
HLSL (dx11).
TA parser throws exception for unhandled param.
ta_vtx.cpp refactoring.
Support for subtractive lights (diffuse+specular). Used in some clubk
circuits.
Fix vulkan crash when direct FB render.
Make eeprom from scratch if it doesn't exist based on boot id info.
Override eeprom settings to make game happy
Change region to supported one
Get rid of per-rom region info in rom list
New option to configure Naomi games in free play
polys with different palette index shouldn't be merged.
If a pass isn't using any opaque, it can't be found. Fall back to using
the transparent or punch-through list in this case.
dx11: naomi2 support
n2: ambient color was swapping red and blue
gl, dx11: don't write depth in per-strip to avoid missing geometry,
prefer wrong depth order/blending for now
optimize naomi2 per-triangle sorting
elan: Get rid of geometry shader and do geometry clipping manually.
pvr: Aggressively merge transparent polys in per-triangl and OIT mode, duplicating the last vertex to merge opposite cull mode strips.
gl4: reset OIT pointers in final shader. No need for clear pass.
gl4: alternate between 2 buffers for verts.index/tr poly params.
gl4: use gl_VertexID + poly number for poly index.
gl: new GlBuffer class.
emulate elan v10 (fixes modvol in vf4, initd, beachspiker, wldrider)
wrong color order for model and vtx color
model param override xor support
improved light direction precision. Angle attenuation algo change
get rid of alpha light and modifier volume hacks
texture dma xfer from main and elan ram
gl4: use geometry only vtx and geom shaders for depth pass
2-volume support
n2: do not process elan commands during ggpo rollbacks.
n2: Cache model colors to avoid unpacking for each vtx
pvr: merge equivalent polys with different culling by duping a vtx
pvr: fix crash during direct FB render
pvr: use correct color ordering for naomi2. Use identify matrix for null matrix pointers
ggpo: do not signal end of frame on a render to texture
pvr: link multipass TA contexts. Each pass has its own.
pvr: get rid of context pool
naomi2: constant color shading. Use model diffuse and specular
selection. Don't use vtx color for offset color.
naomi2: pseudo-parallel lights fix
naomi2: pass-through TA data needs forced list type. Terminate with
end-of-list
enable RTT copy to vram for Beach Spikers
Writes current TA_OL_BASE to all tiles OPB block. Read from region array
at render time to identify context.
Fixes vf4 water reflections RTT
get rid of dump_frame/read_frame
dx11: shadow scale factor inverted in per-pixel
vulkan: clear deleted overlay images when terminating
Use color struct for FOG_COL_VERT, FOG_COL_RAM, FOG_CLAMP_MIN,
FOG_CLAMP_MAX and VO_BORDER_COL. Avoid code duplication in renderers.
dx11: use 32-bit float depth texture to avoid loss of precision (SA2 into logo)
dx11: cache shader blobs to disk if not provided by OS
dx11: swap interval depends on screen refresh rate (1 for 60 Hz, 2 for 120 Hz, ...)
dx9: use clipping planes to avoid interpolation errors in rasterizer (daytona, mermaid lake)
directsound: use comptr
gui: fix navigation issue with OptionArrowButtons due to missing id
dx11: Set clip planes at X -1/1 and Y -1/1 to avoid rasterizer errors.
Fixes Daytona Mermaid lake depth issues
dx11: fix texture wrap around at UV 1 with nearest filtering
dx9: inside clipping
all renderers: force full palette update at init
New serialize framework. Refactor serialization into modules.
Maple dma xfer must not be executed immediately. Delay until interrupt
is raised.
Fixes Geist Force freeze at start.
ggpo: support for arcade games using keyboard (totd, luptype) and
mouse/rotary encoders (waiwai drive)
Chat and UI now usable when the keyboard is not set to a maple port.
Verify md5 of flash, eeprom, vmus if no savestate used
Use chd header SHA1 as digest
Load .state.net state file at start
Force real BIOS for some games
scheduler reset and unregister
schedule requests during reset(), not init()
preserve cntx.sh4_sched_next on sh4 reset
Use cntx.cycle_counter in dynarecs and interpreter
Fixes Confidential Mission hang at boot with HLE
Pass LoadProgress object to report load progress and cancel
Better UI
Cancel with exception
Fix issues when stopping/exiting in !threaded
dx9: call gui_term on shutdown
single-threaded mode similar to libretro core
stateful Emulator object
disable memory watcher when !gppo
ggpo: poll input as late as possible in !threaded
Use same layout as gamepad arcade for on-screen gamepads (ABXYRL)
map RT and LT to buttons 5 and 6 in arcade
android: Fix non-working fast-forward button
Use maple port in lastAxisValue state
naomi: use default alienfnt buttons: 1-4
Default mappings for arcade and console
Default mappings for arcade stick/hitbox
Proper handling of inverted axes
ggpo: automatic analog setting for arcade games
Handle mutually exclusive buttons (U/D, L/R) in each controller.
Track digital X/Y axes state to allow for proper handling of U+D and
L+R. Issue #334
SDL: Ignore key repeat events
Block net rollbacks until the current frame has been processed to avoid
glitched textures.
Call WSAStartup at init on windows
Display net stats when in game
Switch build fix
Retain currently inserted disk during soft reset
Correct DriveSelect value. Ignore slave drive commands and return 0
status.
Properly handle unknown ATA commands.
Fixes DreamShell boot and CDI boot from BIOS
Close naomi/aw cart on reset. Reset input mapping/button names
Get rid of ngen_GetFeatures()
throw exception instead of failing verify if not internal error
catch sh4 exceptions in dynarecs and throw fatal error
delegate to previous signal handler, proper abort for win32
arm32: use builtin gcc __clear_cache
dyna/driver.cpp: no need for a code buffer in win32, cleanup
* Add audio arm64 cpp into Xcode project
* Build universal binary for SDL2 also
* Add vixl aarch64 dependency + build arm64 in cmake
* hardcode pagesize for M1 CPU
* Use `MAP_JIT` and toggle between RX and RW
* add pthread.h for cmake
* Disable audio dynarec temporary
* Enable aica arm dynarec
* Supports `br` with condition
* Dynamic linker flag for libSDL2.a since Homebrew path is different on arm (for xcodeproj)
* Fallback path for Intel
* de-dup for arm64, allow cross compilation on both Intel and Apple Silicon Mac
* Rename WriteProtect() to JITWriteProtect(), Move JITWriteProtect from arm7_rec to arm7_rec_arm64
* Remove CodeCache memset
* Remove keyboard_device.cpp from xcodeproj
* Use hard tab
* Update libchdr to support compiling on M1 (thanks @scribam)
on-chip ram area isn't translated in both user and supervisor modes
vmem: return 0 for non-mapped region reads
Fixes dolphin blue crash/freeze. Issue #62
Fixes Resident Evil - Code Veronica X (Chris) floor 1F crash