Commit Graph

7375 Commits

Author SHA1 Message Date
5548e77438 Merge branch 'master' into wii-network 2013-08-24 23:56:31 +12:00
d1057b2c6c Fix android part 2 of X. 2013-08-24 23:41:25 +12:00
7de9bda35e Fixes hid.
Fix small bug in ssl when testing certain demos.
2013-08-24 23:16:58 +12:00
dbcc677922 Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix' 2013-08-23 22:43:03 -03:00
40243a4fe7 Indentation Fix 2013-08-23 22:28:17 -03:00
dfb34ddef4 NetPlayWindow: Make the spacing consistent on both sides 2013-08-23 20:40:34 -04:00
9303b57db1 Refactor VideoCommon/OnScreenDisplay.
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.
2013-08-24 02:13:54 +02:00
9deb63a312 Simplify a few OSD::AddMessage calls now that this function accepts std::string objects 2013-08-24 01:44:16 +02:00
367d6dfd65 Add an OSD message when taking screenshots in D3D9/D3D11
Fixes issue 6486.
2013-08-24 01:41:17 +02:00
23ff31451f NetPlay: Rework pad mapping
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.
2013-08-23 09:40:08 -04:00
7a5374258e ogl: rework DriverDetails framework + detect UBO mesa bug 2013-08-23 10:52:29 +02:00
1f3a0ff10b Merge branch 'OpenAL-sane-defaults'
* OpenAL-sane-defaults:
  Removed a redundant tooltip text.
  Changed the default audio latency to 2.  Made soft_oal.dll the default on Windows builds as the old OpenAL32.dll is outdated and contains bugs.
2013-08-23 12:15:39 +10:00
98a038aefb Fix more *nix issues. 2013-08-23 00:58:12 +12:00
b6e054a2be Merge branch 'master' into wii-network
Conflicts:
	Source/Core/Core/Core.vcxproj
	Source/Core/Core/Core.vcxproj.filters
	Source/Core/Core/Src/CoreParameter.cpp
	Source/Core/DolphinWX/Dolphin.vcxproj
	Source/Core/DolphinWX/Dolphin.vcxproj.filters
2013-08-23 00:51:12 +12:00
f274b3b074 Fix compile on *nix. 2013-08-23 00:13:26 +12:00
6acbea5c3e Less verbose. Sorry. 2013-08-23 00:10:47 +12:00
124fe24f4c Make wii-network async.
* accept still needs to be made async.
2013-08-22 23:58:56 +12:00
20e82ec08c Fix the fix to AVX support detection
Should be xgetbv(0) & 6 == 6, not just & 6. Thanks to tueidj for pointing this
out.
2013-08-22 01:08:14 +02:00
1eb1ba8c3d Typo + Add Lima to the driverdetails. 2013-08-21 05:41:32 -05:00
1910f5851f Make us capable of supporting driver specific issues(OSS versus official) 2013-08-21 05:34:52 -05:00
60ccb2f44d [Android] Fix Android 4.3 from crashing on my devices. This was annoying to find. 2013-08-21 00:12:53 -05:00
272dcb8756 In Windows, if BBA can't connect to any TUNTAP device then throw a panicalert, not just an error log. 2013-08-21 03:22:14 +00:00
a3a4f21284 Remove some spurious endlines at the end of log messages 2013-08-21 00:19:50 +02:00
377202b9f6 Correctly check for AVX support in x64CPUDetect
It's not enough to check for the CPUID bit to know if AVX is supported since
AVX requires OS support (new set of registers == more registers to be saved
when context switching). If the OS does not support, the cpuid bit will still
be set but using YMM registers will cause an illegal exception fault.
2013-08-20 01:25:10 +02:00
814c1c9572 pixelShaderGen: also execute alpha test for always fail with late z test
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
ba3d3311bd [ARM] If one requests a FPR to not preload but then later ask it to preload. Make sure to preload it at that time. Would have caused issues with having to make sure the non-preloaded regs were always grabbed last. 2013-08-19 18:13:08 +00:00
8094037104 [ARM] Add ps_sum0 and a disabled ps_madd. 2013-08-19 18:13:08 +00:00
42de733c41 [ARM] Disable floating loadstores as they cause problems. Reenable faddsx/fsubsx as it works with loadstores disabled. 2013-08-19 18:13:08 +00:00
1675f56f02 [ARM] Disable faddsx since it causes problems in crazy taxi. 2013-08-19 12:26:25 +00:00
b4baa4fdb9 [ARM] Add mullwx, mulhwux and half implemented srawix instructions. Change fsubsx/fmulsx slightly, still broken. 2013-08-19 06:26:34 +00:00
9bded1382c [ARM] Add ASR/ASRS and UMULLS emitters. 2013-08-19 06:26:34 +00:00
7a41acd8ff NetPlayServer: Remove unused code
GetPlayerList is always called on the client.
2013-08-18 21:38:32 -04:00
5c3dcc50bc Add an INI option to not loop FIFO playback and stop emulation when it's done 2013-08-19 01:39:00 +02:00
c2d208df96 add the ability to export all save files 2013-08-18 15:02:40 -07:00
477c21e946 fix import/export of games with folders.
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 :(
2013-08-18 15:00:50 -07:00
9f4ca0e0a7 [ARM] JitASM miroops. No functionality change. 2013-08-18 17:45:04 +00:00
5782530b40 NetPlayProto: bump netplay version
Since the packet structure changed.
2013-08-18 09:10:15 -04:00
26242de914 Increases Gamecube pad polling rate during netplay to normal. Also re-add dualcore setting syncing to netplay, which I had erroneously removed. 2013-08-18 08:19:16 -04:00
c774fb4880 Removed a redundant tooltip text. 2013-08-18 17:09:01 +10:00
5cec914484 Changed the default audio latency to 2. Made soft_oal.dll the default on Windows builds as the old OpenAL32.dll is outdated and contains bugs. 2013-08-18 17:03:21 +10:00
ba76b016da [Android] Fix Wii games. 2013-08-17 19:41:28 -05:00
7294fe5a3f Change per instruction run counts to u64 on all platforms. JIT64 and JITIL runcount isn't implemented properly(and is disabled) so this doesn't effect them. 2013-08-18 00:15:47 +00:00
d6fe9c639b Add an OSD message to remind the user if Shader Debugging is enabled
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
756bf93111 NetWindow: Move "Write memcards" checkbox to be host-only
The setting is propagated from the host, so the client checkbox would
be ignored anyway.
2013-08-16 21:42:38 -04:00
7934df3879 Remove a redundant check in the fifo. 2013-08-17 01:27:08 +00:00
d0d162e6ad Fix really stupid optimise on Windows.
Possibly explains speed difference from master.
2013-08-17 12:16:51 +12:00
08b27bb3b8 In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread. 2013-08-16 23:41:45 +00:00
1ba98550ef VideoConfigDialog: Rephrase "Hacked Buffer Upload" and its description to something less technical. 2013-08-16 14:26:50 +00:00
89d324786a Prevent stopping emulation before fully booting. This can sometimes cause dolphin to crash. 2013-08-16 10:04:08 -04:00
da560ecefc On CoreParemeter member object creation make sure to set bEnableDebugging, bAutomaticStart, and bBootToPause to default values so they aren't unitialized. This caused a issue in particular on the Android builds where bBootToPause would cause the games to boot in to a paused state, effectively causing the application to need to be forced closed and reran multiple times in order to test anything. 2013-08-16 07:30:53 -05:00