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.
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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.
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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
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Fixes issue 6486.
2013-08-24 01:41:17 +02:00
23ff31451f
NetPlay: Rework pad mapping
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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'
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* 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 Made soft_oal.dll the default on Windows builds as the old OpenAL32.dll is outdated and contains bugs.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
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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.
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* accept still needs to be made async.
2013-08-22 23:58:56 +12:00
20e82ec08c
Fix the fix to AVX support detection
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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
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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
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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
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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.
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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
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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
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Fixes issue 6497.
2013-08-17 23:48:06 +02:00
756bf93111
NetWindow: Move "Write memcards" checkbox to be host-only
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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.
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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