- First change is for Mixer.cpp, I've just re-added the functionality lost in r4724, so, if you disable audio throttle, games like donkey kong jungle beat, will work properly.
- Second change points to a doubt comment on UCode_Zelda_Voice.cpp, where it did not know here PB.NeedsReset came from. Well, the answer is it came from line 03b2 of the dumped Ucode, so when PB.IsBlanck equals to zero, PB.NeedsReset is zero too.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6100 8ced0084-cf51-0410-be5f-012b33b47a6e
Use the debug option for conf.CheckWXConfig on OS X as on Unix.
Take care of a few compiler warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6084 8ced0084-cf51-0410-be5f-012b33b47a6e
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I've Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that.
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I'm working to solve this.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6083 8ced0084-cf51-0410-be5f-012b33b47a6e
Clean up of the input selected for the opengl x window in linux.
Fix a potential segfault when taking a screenshot (happens consistently when using "Save Targets" from the video debugger window).
Fix a memory corruption error that results from the wrong image size being passed when dumping textures.
Make the screenshot hotkey configurable.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6067 8ced0084-cf51-0410-be5f-012b33b47a6e
Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P
Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
The code changes disable the usual pipeline flush for certain BP Writes that occur while the minimap is being drawn in Zelda: twilight princess. This significantly increases speed while in hyrule field. The way this is accomplished is described more in depth on page 42 of Xtreme's thread. Big thanks to Xtreme for doing a great job hosting that thread, and Kiesel-stein for initial work on the hack
Also, I used the resource editor in Visual studio to generate the GUI code for the DX11 plugin, and some code appeared to be removed, although the behavior of the GUI did not seem to change. Hopefully someone more experienced with resource files (forms?) can double check that no code was damaged
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6057 8ced0084-cf51-0410-be5f-012b33b47a6e
(those originating from a thread other than the gpu thread)
glxMakeCurrent is supposed to error out when the context is
still current in another thread. NVIDIA handles that, but mesa3d errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6054 8ced0084-cf51-0410-be5f-012b33b47a6e
* Some fixes to linear interpolation
* Adds interpolation to ADPCM samples
* Relaxed a volume limit in ADPCM_Vol
Fixed:
- Frac rolls over one iteration before samplePos advances. Can introduce noise similar to flipping samples (1234 => 1214). Introduced oldFrac to fix this. This isn't as noticeable as it probably should be because of below.
- When samplePos doesn't advance it interpolates between two copies of the same sample which actually does nothing. Changed it to always use the current and next sample.
- When frac is 0 you should get 100% of yn2 instead of ~99% added a +yn2 to balance it.
Other changes:
- Added linear interpolation for ADPCM. Sounds like a good idea.
- Set ADPCM_Vol to clamp to x8000 instead of x4e20. Some games will play some sounds at x8000 volume anyways since the volume is applied before this. Lower limit can result in quiet music (x4e20) but some loud ambient sounds (0x8000).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6041 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix modality for the config dialogs on windows.
Fix the compress/decompress dialog wxString issues for MacOSX (hopefully).
Fix the DSP-LLE debugger for linux.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6031 8ced0084-cf51-0410-be5f-012b33b47a6e
is required to correctly link with C++ libraries like wxw.
Tell OS X that the user is doing something when using the wiimote
so that the screensaver doesn't come on when playing a Wii game.
Replace unnecessary floating point with integer math.
Remove unnecessary <sys/stat.h>'s.
Correct a few type nits.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5995 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix an issue that prevented the code window settings from taking effect on application start. (Thanks shuffle2, skid_au, and sanchez).
Fix a potential segmentation fault with the DSP-LLE debugger window.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5988 8ced0084-cf51-0410-be5f-012b33b47a6e
Don't rely on trailing /'s in directory names.
Destdir only works for global builds.
Only tar up global builds if they are in a destdir to
avoid SCons eating all available memory indexing /usr.
Print current status of shared_foo in 'scons -h'.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5966 8ced0084-cf51-0410-be5f-012b33b47a6e
The new default wiiuse wiimote read timeout of 30ms has been overridden previously by the default 10ms from the wiimoteplugin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5965 8ced0084-cf51-0410-be5f-012b33b47a6e
Of course, this doesn't do much good without another shader compiler..
WIP of OS X application bundle building.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5961 8ced0084-cf51-0410-be5f-012b33b47a6e
autoconfiguration tests. Some versions of gcc care enough about ANSI C
to complain about this.
Use the Linux install hierarchy conventions on other Unices as well.
XKeysymToString returns NULL on unknown keysyms, which is not a valid
std::string initializer.
There appears to be some disagreement regarding the second parameter
to iconv(). Some versions/installations have it as const, others don't.
Unfortunately, due to wonderful C++ brain damage, implicit conversion
from const to non-const doesn't work here.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5945 8ced0084-cf51-0410-be5f-012b33b47a6e
- More removal of unnecessary code
- Windows: Modification of Wiiuse_Find under windows,
instead of always deleting and recreating the whole wiimote_t struct, we do maintain the old one,
adding/removing new wiimotes to/from it
- some wiimote bugfixes, see below for details
Windows related stuff:
Fixed most of the disconnection issues (single and mulitple real wiimotes, both wiimote plugins) (I haven't had a disconnect msg in hours anymore(ms stack)).
Rumble bug should be fixed now(both plugins,pls verify).
Fixed some pair up issues( sometimes you had to press the pair up button up to 3 times, till it paired up your wiimote).
More dongles might be now supported via ms stack, pls try and report back!
Fixed a problem where multiple wiimotes would swap slots on pair-up/addition of a real wiimote (2-4 real wiimotes) (both plugins, but not integrated into new plugin).
Improved ingame auto-pairup for real wiimotes(thx to the new wiiuse_find routine).
Fixed a bug on setting wiimote timeouts, which means changing the timeout was just a dummy earlier.
Most of the stuff concerns stuff in the old wiimote plugin, dont worry, in the end it's important for both plugins. It will get ported to the new plugin sooner or later.:')
Some minor stuff.
This might break osx/linux build and maybe the new plugin realwiimote-wise only. Thx to glennrics to pointing me to some breakings on linux, I didn't fix them all.
PS I hope i haven't forgotten anything, enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5940 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added a DSPCORE_STOP state. The DSP-LLE debugger window segmentation faults if it is openned when a game is not running.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
Should revisit and make the distinction more explicit.
Put the Data and Sys directories under Resources in the OS X app bundle.
Construct config.h (now lower-case to avoid confusion with other Config.h
instances in the tree) in the root. One tiny step towards a read-only
and cross-buildable source tree.
Some minor bits of non-Linux Unix portability.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5921 8ced0084-cf51-0410-be5f-012b33b47a6e
Use SCons' convenient # shorthand for the root of our tree.
Also various minor cleanup of SConscripts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5915 8ced0084-cf51-0410-be5f-012b33b47a6e
- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases
Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always
- use constant names in dx11 for buffer length calculation instead to simplify code reading
- implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect
- Change the depth calculation behavior:
if the game use z textures is exactly the same as before.
if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied,
improving fill rate. this mus speed up things, even with ssaa and msaa enabled.
please test for regression and enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
For a typical OS X app, one only needs to specify the SDK version and the
target OS version range.
Because we use OpenCL which is new in 10.6, however, we must be somewhat
more verbose in order to make use of the forward compatibility facilities.
Unfortunately, the critical bit that is required to have binaries built
on 10.6 work on 10.5, namely disabling the new compact __LINKEDIT format,
causes stack alignment crashes at emulation time on 10.6, so for now
Leopard users still have to build Dolphin themselves.
Hopefully, this stack alignment problem will turn out to be coincident
with lingering alignment issues.
Include the OS X version of the Cg framework in Externals as with the
Windows one. The header files appear to be the same in the Windows and the
OS X builds of the February 2.2 Cg toolkit, although they are differently
munged by what appears to be some automatic process, so no new duplicates.
Any upgrades to the Cg libraries will of course need to be done in sync.
I do hope that Sonicadvance1's GLSL work will enable us to get rid of Cg.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5893 8ced0084-cf51-0410-be5f-012b33b47a6e
Use linear filtering for various buffer copies, improves visual quality a lot.
Some other tiny changes as well.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5891 8ced0084-cf51-0410-be5f-012b33b47a6e
Dynamically load a d3dx9 dll at runtime (I tested Dolphin with the first d3dx9 dll and it even worked fine there).
Should fix the flood of users asking why they can't select the DX9 plugin :P
Compilers should be able to stop bundling cgD3D9.dll now.
Minor changes in DX11.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5890 8ced0084-cf51-0410-be5f-012b33b47a6e
Use SDL for input devices only on Windows and Linux.
(Still globally enabled for the legacy Wiimote plugin.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5886 8ced0084-cf51-0410-be5f-012b33b47a6e
implemented new efb to ram in opengl
modified TextureConversionShader preparing the implementation of new efb to ram in dx11
please test for regressions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5874 8ced0084-cf51-0410-be5f-012b33b47a6e
Also two little changes which don't affect functionality or performance:
Change an IUnknown* cast to a T* cast.
Improve some error messages.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5870 8ced0084-cf51-0410-be5f-012b33b47a6e
are properly declared at thread entry/exit. I am leaving the ones in
Wiiuse while there's still a small hope that it may be used outside of
Dolphin, though.
Move the fixed MAP_32BIT definition for OS X to Common.h.
UDPNunchuk.cpp was deleted, so update the scons build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5864 8ced0084-cf51-0410-be5f-012b33b47a6e
fix frame dumping and screenshots in d3d9 and opengl
some improvements to the new efb to ram
please test to see if the issues introduced by the new efb to ram are solved by this commit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5862 8ced0084-cf51-0410-be5f-012b33b47a6e
identifying which options and parameters go with which platforms etc.
OS X, like Windows, now no longer uses Config.h. Configure() is still
used for the wx-config parameters, but that is a temporary measure.
Globals.cpp has never been used.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5860 8ced0084-cf51-0410-be5f-012b33b47a6e
using it as a constant in several places. Saves a few bytes and the time
it takes to recompile a bunch of files whenever svnversion twitches.
Using the SVN version string as an integer is not portable as the Unix
svnversion always includes e.g. the "M" suffix for a modified tree.
Windows people, please check my change to Plugin_VideoDX9/Src/main.cpp
as I don't really understand how _T() and the %hs format string work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5852 8ced0084-cf51-0410-be5f-012b33b47a6e
Also fixed a segmentation fault caused by the UDP Wiimote stuff when a thread was not properly ended.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5847 8ced0084-cf51-0410-be5f-012b33b47a6e
replace efb to ram implementation by a hybrid approach.
explanation:
when copying from efb to texture, instead of make a copy to a texture or to the ram, copy the data to both, in hi quality to the texture and in native quality to the ram.
then instead of re-decoding the data from ram (very slow) use the data in the texture.
to improve this even more, test if the cpu has modified the data in the ram copy, if so, update the texture in memory and mark it as dynamic to avoid redundant work in future frames.
having all this implemented this is what is archived:
sms: full quality with scaled efb copies and fully functional goop cleaning :)
ztp: efb to texture speed with full map support.
nsmbw: this is a hard to emulate game, as it make a lot of shading and texture modification in cpu. it only have 35 fps in my system with new efb to ram but is 10 fps faster than normal efb to ram.
this game also show me another unimplemented feature, copy efb to multiple textures at the same time (is used to animate coins and other things in the world).
this is a remaining todo in efb to texture.
a lot of games should improve, so please test and let me know any regresion caused by this commit.
if everyone likes this the next step is, implement efb to multilpe textures and merge efb to ram and efb to texture.
then port to the other plugins.
enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5846 8ced0084-cf51-0410-be5f-012b33b47a6e
i made this changes trying to found the origin of the sps in zww and sms but no look so far.
the code is looking nice so commit it
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5845 8ced0084-cf51-0410-be5f-012b33b47a6e
For everyone having black screens on Windows: Try switching off MSAA, it seems to be broken (at least for me)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5832 8ced0084-cf51-0410-be5f-012b33b47a6e
Update Issue 2508
This should take care about the black screen. Please open a new issue for other problems that may arise.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5830 8ced0084-cf51-0410-be5f-012b33b47a6e
as an accident of implementation. On other platforms, an explicit call
to wiiuse_connect is required.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5825 8ced0084-cf51-0410-be5f-012b33b47a6e
Treat external data (configuration file and device names) as 8-bit data.
Character set mapping is not ideal, but at least such names can be used.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5824 8ced0084-cf51-0410-be5f-012b33b47a6e
return to the old values in constants in pixelshader, the old values give mi 3 or 4 fps more,(maybe some kind of compiler optimization) in some games and with the current algorithm i notice no difference with this values, please report any problem.
optimizes SSAA to make it a little faster and, the quality should be the same but with a little speedup.
change the way the frame is processed depending is xfb is enabled or not to make this a little faster.
please test and report any problem
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5820 8ced0084-cf51-0410-be5f-012b33b47a6e
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied.
this must bring some fill rate back and improve speed a little in fill rate limited systems.
2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11.
the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl.
3 - some optimization made to improve fps a little wih the latests changes made to fifo.
* back to the original code in beginfield as now it will work right.
* check for efb access more often as a lot of time is lost waiting for efb access
4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :)
please test for any regression
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
for portability.
(It is a bit unfortunate that some of the plugins have a Config.h of
their own, which can confuse this matter.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5795 8ced0084-cf51-0410-be5f-012b33b47a6e
few different variations that can be true depending on circumstances.
This would likely cover the _WIN32 case as well, but since I don't
pretend to fully understand just what is going on with wxWidgets
here, I can't really call this any less of a hack..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5794 8ced0084-cf51-0410-be5f-012b33b47a6e
Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS).
Known wiimote issues:
1.) Possible wiimote disconnect on pressing the home button
2.) 1-2 Possible wiimote disconnects directly after starting a game
3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble.
4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment.
If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview.
Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
Dual Core sync fix.
When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO.
This should fix Issue 2072 .
This affect to all games in dual core mode.
Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision.
For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps
Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect.
The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision.
Enjoy it! Thanks to Rodolfo for teach me all about dolphin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5777 8ced0084-cf51-0410-be5f-012b33b47a6e
Cleanups, documentation, ...
Theoretically enable anisotropic filtering if selected in the config, not sure if it works though.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5761 8ced0084-cf51-0410-be5f-012b33b47a6e
I don't know if issue 2792 is a valid issue for dolphin. I think that is a bug in the X server implementation on those distributions of those affected. I can not replicate it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5758 8ced0084-cf51-0410-be5f-012b33b47a6e
Make font rendering a lot prettier.
Fix constant buffers in EmuGfxState::ApplyState() to really have a size which is a multiple of 16 instead of 65536.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5755 8ced0084-cf51-0410-be5f-012b33b47a6e
minor code changes and adding comments.
And issue fix 2792 with credits to Karloathian for finding and fixing it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5750 8ced0084-cf51-0410-be5f-012b33b47a6e