Commit Graph

20338 Commits

Author SHA1 Message Date
Scott Mansell
fbcac2598a Use a sane default for the controller update rate.
Previously the default queryed the controller 4500 times a second,
Wasn't really a problem for most games as they set it to a sane
value. But fifoplayer didn't, and so in my profile dolphin spends
12% of the cpu time reading the controllers.

This new default value (I just took what the gamecube bios set)
drops that to 1.2% of cpu time and increase the framerate of the
silent hill fifo by 10-12%
2016-03-27 09:02:52 +13:00
Scott Mansell
c036cf7a5f Updated D3D12 to build on the newer windows 10 sdk. 2016-03-26 18:11:49 +13:00
Pierre Bourdon
bd200bd195 Merge pull request #3736 from BhaaLseN/issue-9135
Rewrite NAND Content handling in ES to fix Issue 9135
2016-03-26 05:00:08 +01:00
Pierre Bourdon
2fd0884347 Merge pull request #3672 from EmptyChaos/d3d-anisotropy
Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
Pierre Bourdon
ae4cb12033 Merge pull request #3719 from Sonicadvance1/workaround_osx_video_drivers
Workaround OS X video driver bug #24983074
2016-03-26 01:43:32 +01:00
Pierre Bourdon
21eb1cd158 Merge pull request #3635 from phire/lazy_comex
Implement BLR Overflow handling for Windows.
2016-03-26 01:42:54 +01:00
Pierre Bourdon
8f74f1f4e9 Merge pull request #3601 from phire/AccurateEventScheduling
Adjust cycle counts so they are accurate to the JIT block level (Fixes OoT virtual console and other games)
2016-03-25 17:02:30 +01:00
Pierre Bourdon
b427d58a5f Merge pull request #3746 from phire/cache_max_texture_size
OpenGL: Cache query to max texture size.
2016-03-25 17:00:56 +01:00
Scott Mansell
066b6b0bcb OpenGL: Cache query to max texture size.
This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00
Stenzek
53cf42fb06 D3D11: Fix some cases where render target switches desynced StateManager
This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
2016-03-26 00:01:26 +10:00
Stenzek
63e4e07683 D3D11: Simplify MSAA depth texture resolving
This also fixes EFB depth buffer copies when MSAA is enabled.
2016-03-26 00:00:39 +10:00
EmptyChaos
0b9a72a62d VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function 2016-03-24 13:43:29 +11:00
EmptyChaos
902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
Scott Mansell
d61baef2f6 Disable JitArm64's inline timebase implemenation, as it's incorrect.
The interpeted version is correct.
2016-03-24 05:17:10 +13:00
Scott Mansell
27beef1ff4 Store an inverted copy of lastOCfactor.
The inverse operation is more common, especially when games check the
timer rapidly. So we do the division once and store the inverted copy.
2016-03-24 05:17:10 +13:00
Scott Mansell
407f86e01a Mark global variables with g_ prefix 2016-03-24 04:32:12 +13:00
Scott Mansell
67dc26cf1d CoreTiming: Fix 31bit overflow for events scheduling.
Events scheduled more than 4.12 seconds in the future (2.96 seconds for
Wii games) would overflow the sign bit and get scheduled in the past
instead, causing them to fire instantly.
2016-03-24 04:27:14 +13:00
Scott Mansell
2ebbfd6f85 Adjust cycle counts so they are accurate to the jit block level
Previously GlobalTimer was only updated at the end of each slice
when CoreTiming::Advance() was called, so it could be upto 20,000
cycles off.

This was causing huge problems with games which made heavy use of
the time base register, such as OoT (virtual console) and Pokemon
puzzle.

I've also made it so event scheduling will be accurate to the jit
block level, instead of accurate to the slice.
2016-03-24 04:24:53 +13:00
Scott Mansell
51dc779b7c Implement Dithering for video software 2016-03-23 12:29:35 +13:00
BhaaL
0aeac66222 clear the NAND data cache on ES_LAUNCH to avoid leaving files open
also, clear it on Device_ES::Close, just to make sure nothing remains open.
2016-03-20 13:50:19 +01:00
BhaaL
a449ef4e11 properly open/close the file to avoid rapid open/close cycles
ES_OPENCONTENT and ES_CLOSECONTENT now call Open and Close respectively,
as the old code did.
2016-03-20 13:10:51 +01:00
BhaaL
8a6d9e1e0b hide the distinction between WAD and File from ES
instead, leave all the management with the NANDContentLoader.

for file data (directly on the NAND), this opens the file on-demand and
returns the requested chunk when asked for it.
for on-the-fly decrypted WAD data, we just keep the decoded buffer in
memory, like we've done before - except that we don't give away any objects
we don't want to.
2016-03-20 13:10:50 +01:00
BhaaL
8fd2f05741 remove all accesses to m_pContent
this fixes the crashes, but leaves the "else" part of ES_READCONTENT
temporarily broken until the next commit.

WAD access that are performed on the encrypted WAD will most likely fail
with this commit.
2016-03-20 13:10:49 +01:00
BhaaL
598c3dbe2f get rid of the cached pointer inside ES
only fixes half the issues, since we still cache a pointer from
SContentAccess.m_pContent to SNANDContent.m_data (which is free'd along
with the rest of the NAND data cached inside the CNANDContentManager when
ClearCache is called)
2016-03-20 13:10:48 +01:00
BhaaL
1e28d06f26 fix some style inconsistencies that drove me nuts 2016-03-20 13:10:47 +01:00
Mathew Maidment
3ff56aa192 Merge pull request #3646 from rukai/dolphinQtEmulationMenu
DQt2: Emulation MenuBar
2016-03-19 21:00:01 -04:00
Rukai
cc6a7826c0 Implements Emulation MenuBar
Save states, fullscreen, frame advance, screenshot and emulation
controls are available through the MenuBar
2016-03-20 11:44:35 +11:00
Scott Mansell
c5b3a2efac Implement BLR Overflow handling for Windows. 2016-03-20 00:41:28 +13:00
Pierre Bourdon
b164b4c475 Merge pull request #3738 from rabbott99/ignore-emacs-temp
.gitignore: ignore emacs temp files
2016-03-18 09:29:33 +01:00
rabbott99
dddde80e33 .gitignore: ignore emacs temp files 2016-03-17 23:01:06 -04:00
Pierre Bourdon
647fec92a0 Merge pull request #3266 from mimimi085181/partial-updates-with-parts-of-efb-copies
Partial texture updates with parts of efb copies
2016-03-18 01:11:59 +01:00
Pierre Bourdon
421a67d7cc Merge pull request #3684 from Sonicadvance1/fix_vertexshadergen_asserts
Fix a few asserts in the VertexShaderGen.
2016-03-17 23:33:53 +01:00
mimimi085181
e4f984d5dd Minor fixes to the partial updates code
- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
2016-03-16 22:24:11 +01:00
mimimi085181
80250f47e9 Partial texture updates with parts of efb copies new version 2016-03-16 22:24:10 +01:00
Ryan Houdek
8b01158c95 Make sure x86_64 isn't compiled with PIE.
Our x86_64 recompilers don't support PIE and fail amazingly if enabled.
Disable it so package maintainers(!) or other randoms don't accidently enable it when we don't support it.
2016-03-14 13:31:55 -05:00
Ryan Houdek
a53c0f6995 Merge pull request #3717 from degasus/videosw
VideoSW: Drop stupid state setters.
2016-03-14 09:36:12 -04:00
Ryan Houdek
95e7c247df Merge pull request #3700 from degasus/custom_textures
CustomTextures: Fix loading of the last mipmaps.
2016-03-14 09:35:40 -04:00
EmptyChaos
564341ab3d WXGUI: Fix disabled play button not being faded.
Followed from PR #3333.
2016-03-14 13:42:52 +11:00
Pierre Bourdon
f0e25b8477 Merge pull request #3668 from RisingFog/wii_movie_sysconf
Apply Wii Settings on Movie Recording/Playback
2016-03-14 01:42:37 +01:00
Ryan Houdek
53815961fd Merge pull request #3732 from Tilka/cmake
CMake: fix warning
2016-03-13 11:54:28 -04:00
Tillmann Karras
d007711eb6 CMake: fix warning 2016-03-13 04:02:27 +00:00
Ryan Houdek
03071c0c5c Merge pull request #3711 from degasus/arm
JitArm64: Implement dcbx
2016-03-12 17:38:00 -05:00
Lioncash
2ce6b449d1 NonCopyable: Remove private access specifier
This isn't necessary, as the member functions are deleted.
If someone tries to perform a copy, the compiler will now
indicate that the member functions/constructors are deleted,
rather than inaccessible.
2016-03-12 16:59:45 -05:00
Lioncash
5d74e02286 NonCopyable: Specify const in copy constructor/assignment signatures 2016-03-12 16:59:45 -05:00
Ryan Houdek
5b85723b90 Merge pull request #3731 from Sonicadvance1/fix_android_buildbot
Fix Android buildbot
2016-03-12 16:57:12 -05:00
Ryan Houdek
38a5183eb4 Fix Android buildbot 2016-03-12 15:44:13 -06:00
Pierre Bourdon
c008d8b1af Merge pull request #3705 from Mystro256/master
Various Linux fixes
2016-03-11 22:31:58 +01:00
Pierre Bourdon
77b4b36ca4 Merge pull request #3670 from aserna3/udev
[udev] Added udev rule for GC adapter
2016-03-11 10:00:41 +01:00
Anthony Serna
99fd27b4fe [udev] Added udev rule for GC adapter
Added rule for DolphinBar
2016-03-10 19:58:47 -06:00
Ryan Houdek
4c4eaaa1d6 Merge pull request #3570 from endrift/indtev-reduce-shifting
VideoBackend: Remove extraneous shifts from indirect texture lookups
2016-03-10 13:12:47 -05:00