Commit Graph

2218 Commits

Author SHA1 Message Date
c7abf7e8d2 Allow disabling memory card writes in netplay.
Fixes issue 6217.
2013-04-07 12:18:07 -04:00
39965e894d Add native fullscreen support for OS X. 2013-04-03 21:20:43 -07:00
3fdc46877a Make the GUI show a translated "No audio output" sound backend string. 2013-04-03 09:22:39 -05:00
6371a6f15d Fix some more strings for translation, and update the catalog. 2013-04-02 17:44:27 -05:00
eb06c62a6e Merge branch 'new-ax-hle'
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
2013-04-02 21:00:44 +02:00
d951c4c374 real buildfix 2013-04-02 13:07:51 -05:00
69779a4321 Fix loading of "themes" with non-ascii character names.
Fixed issue 6189.
Why did GetUserPath return a non-const ref to string..?
2013-04-01 23:22:20 -05:00
49d809ac0e Merge branch 'osx-libcxx' 2013-04-01 18:17:49 +02:00
58159a1693 Some more logging typos and clarifications. Missed these in my last commit.
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.
2013-04-01 00:10:54 -04:00
f432d6038e Fix some typos and correct some capitalizations in the log messages.
Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
aabd8ce664 Add retina display support for Mac. 2013-03-31 11:36:42 -07:00
e3b0a2c9bf Add an option to run the AX processing on the CPU thread. Fixes timing issues causing audio glitches on Wii, and should improve the overall stability of AX HLE. 2013-03-30 14:02:30 +01:00
485bd70df2 Fix some strings for translation and update the pot file to include
those strings once again.
2013-03-29 11:05:22 -05:00
4895e38bd5 This change might work better if I git add the files 2013-03-29 07:31:15 -07:00
6e88ae9695 Recommend Direct3D 11 or OpenGL instead of Direct3D 9. 2013-03-28 23:34:14 +01:00
2444fdbbdd I missed some files required for our GLInterface. 2013-03-27 21:18:07 -05:00
507f53e226 Fixed issue 6119. 2013-03-27 14:26:45 -05:00
6fe5f5a6ba [DolphinWX] Remove a duplicate conditional in Frame.cpp 2013-03-27 15:09:04 -04:00
7034c79ab9 Big commit. Fix running the APK, I had missed a view in the manifest. Clean up the Android EGL context creation to fit more in line with how Dolphin works. This breaks input at the moment as well. Change the memarena from 768MB to 64MB to allow 1GB phones to potentially run it. Rename EGL_X11 back to EGL since this merge brings in some of soreau's changes to more easily allow different platforms like Wayland and Android. Not quite all of the code because some needs to be cleaned up still. 2013-03-24 21:06:34 -05:00
81e261eb68 Fix description of disable fog, and move it to enhancements tab. 2013-03-24 15:47:18 -04:00
bb3ce1f8d3 Mark the Direct3D9 backend deprecated. 2013-03-23 23:53:19 +01:00
d11679a06e Android mega commit of trash. 2013-03-19 21:53:09 -05:00
61e1659b97 Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition. 2013-03-19 08:50:56 -05:00
befe6e6962 Short,sweet and fixes issue 5725 2013-03-18 21:40:46 -05:00
c5033e8594 Hide cursor in fullscreen mode on OSX fixes issue 3956 2013-03-18 17:45:08 -05:00
a2af6494cf Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways. 2013-03-18 17:15:59 -05:00
ae3c5a64cc Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen. 2013-03-17 20:58:43 -05:00
e1a081ad2d Merge branch 'GLSL-master'
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...
2013-03-15 22:49:26 +01:00
8767b30f75 My OCD will not stand for this. 2013-03-15 15:42:59 -04:00
8c1091a21f Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
2013-03-15 11:19:52 -05:00
d63d7fde9e So much more readable now! 2013-03-15 11:45:43 -04:00
def578fea6 Fix checks for preventing the main and render windows from spawning off screen. 2013-03-15 09:19:39 -04:00
afb6f9127a Corrected a typo. 2013-03-15 19:32:47 +11:00
84119a966b Revert "remove wx from agl"
This reverts commit e63a5d8529.
window_handle is also used at many other places, so just move it here isn't allowed
2013-03-15 02:40:08 +01:00
d6c7e7d652 Let's do this version check again. 2013-03-14 15:46:27 -05:00
db1fc9019b Add a OSX version check to GLSL so if anyone running < OSX 10.7 gets a message instead of crashing when running the game. Turn off DEBUG_GLSL. 2013-03-14 15:25:41 -05:00
eaebebc33d Prevent the render window from spawning off screen.
Fixes issue 6063.
2013-03-14 05:28:02 -04:00
e63a5d8529 remove wx from agl 2013-03-14 09:52:13 +01:00
a0fdcaced8 Removes the redundant window on OSX 2013-03-13 21:34:52 -05:00
0b34457a8e All the cool kids hard code string lengths.
Fixes issue 6090.
2013-03-13 07:04:53 -04:00
e73cc858bc Allow playing movies from command line. Also remove some unneeded code. 2013-03-13 01:37:35 -04:00
382be2aabd Merge branch 'master' into GLSL-master
Conflicts:
	.gitignore
2013-03-12 11:28:56 +01:00
83fc5f4747 Merge branch 'FIFO-BP'
# 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
2013-03-12 19:47:59 +11:00
e1ca002937 osx: only use accelerated backends 2013-03-11 16:36:07 +01:00
13a64e992d Fix a typo. 2013-03-08 22:47:56 -05:00
a1c5e90083 Merge branch 'master' into GLSL-master
Conflicts:
	CMakeLists.txt
	Source/Core/DolphinWX/CMakeLists.txt
	Source/Core/DolphinWX/Src/GLInterface.h
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
	Source/Core/VideoCommon/Src/VertexManagerBase.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/main.cpp
2013-03-06 15:59:29 +01:00
1214bf1359 Add ARM Jit to GUI when built on ARM 2013-03-06 03:25:45 +00:00
10d57a3402 Use standard binary multiple unit symbols for game size display.
Use integer math for the calculation as we cannot rely on floats for something as important as game size display!
2013-03-05 14:58:30 -06:00
4714e4f99c fix agl 2013-03-05 15:17:00 +01:00
240238308c Disable SSE2 check in the GUI when building ARM. 2013-03-05 14:03:01 +00:00