NeoBrainX
043a85f8a6
Minor cleanup.
2012-06-20 18:18:19 +02:00
NeoBrainX
8a5abbddc4
Enable texture format overlay on the fly.
2012-06-20 18:18:18 +02:00
NeoBrainX
8bed27a3d1
Enable hires textures even when texture dumping is enabled.
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Remove some deprecated code.
2012-06-20 18:18:17 +02:00
NeoBrainX
8d30ac462a
Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes.
2012-06-20 18:18:05 +02:00
Pierre Bourdon
30de244050
Check for DSI exceptions after a dcbz instruction. Fixes Rogue Squadron 3 in interpreter mode.
2012-06-20 12:15:22 +02:00
Pierre Bourdon
e550623b11
Added a button to dump the FakeVMEM from the memory debugger if the game uses it
2012-06-19 13:51:29 +02:00
Pierre Bourdon
988bd53b5f
Support ANSI color codes in the console logger for Linux/Mac
2012-06-19 12:11:15 +02:00
Pierre Bourdon
34606f34a9
Allow disassembly of FakeVMEM with the dolphin debugger
2012-06-19 11:57:57 +02:00
Pierre Bourdon
76a13604ef
Optimize mtmsr by going to an exception exit only if EE are enabled and some
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exceptions are pending.
2012-06-19 06:35:30 +02:00
Pierre Bourdon
bfc797ede1
Removed an obsolete comment
2012-06-16 14:39:17 +02:00
Pierre Bourdon
e1ddbdd214
Use WriteExceptionExit and implement the change for JitIL
2012-06-16 14:38:48 +02:00
Pierre Bourdon
da4141aa9f
Simulate ARAM DMAState correctly and check for external exceptions after
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MTMSR is executed.
This commits fixes issue 617. WWE Day of Reckoning 1 and 2 are now playable
with Dolphin.
The changes are not implemented for JitIL yet.
2012-06-16 14:38:44 +02:00
NeoBrainX
227580d1a5
Remove "Disable Textures".
2012-06-11 23:35:46 +02:00
NeoBrainX
1dd6b978c1
Remove "Disable Lighting".
2012-06-11 23:30:20 +02:00
skidau
1d9ac2f6e1
Removed the check for changed JIT blocks before invalidation. Fixes the slow speed in Zelda: Ocarina of Time Master Quest.
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Fixes issue 5454.
2012-06-09 18:48:15 +10:00
NeoBrainX
b5ad382b07
Fast mipmaps deserves to die!!
2012-06-08 00:22:57 +02:00
NeoBrainX
0d577d886a
Remove some TODOs.
2012-06-02 19:23:20 +02:00
skidau
d74c50b942
OSX build fix for BPStructs. Thanks to pauldacheez for the fix.
2012-06-02 11:28:43 +10:00
skidau
bb4c9e2205
Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix.
2012-06-02 11:25:44 +10:00
skidau
b0d271db3c
Changed MOVDDUP to use MOVSD on non-SSE3 CPU's.
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Added DMA wait time under DSP HLE mode.
Fixes Knockout Kings 2003.
2012-06-02 10:06:47 +10:00
skidau
99b7c91df5
Checked if dcbst instructions are preceded by dcbt. If it is, the game is prefetching memory into the data cache, and not loading new code. In these cases, the JIT cache will no longer be flushed. Fixes the frequent "Clearing code cache" issue in games like "The Last Story".
2012-05-31 22:09:33 +10:00
NeoBrainX
372e00632d
Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before).
2012-05-29 13:11:28 +02:00
Pierre Bourdon
bfde41895f
Update the viewport when the scissor offset is changed
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Fixes a bug with Another Code: R that was noticed when gx-optimization was
merged.
2012-05-27 08:03:26 +02:00
Glenn Rice
00f6b7b6ea
Fix core dump on start up on linux. Thanks to degasus.
2012-05-26 08:24:18 -05:00
Pierre Bourdon
1efabea9b4
Fix compilation errors with g++4.7
2012-05-26 08:09:50 +02:00
skidau
b79d8d9e10
Fixed the Cheat Search. Patch by nagosaki.
2012-05-26 15:45:58 +10:00
skidau
146b02615c
Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)
2012-05-26 13:47:07 +10:00
Braden
82cb14e49b
Actually fixes crashing on start up.
2012-05-26 13:21:30 +10:00
Braden
cbc84ecd72
set variables equal to zero or false correctly. Should fix crashes on 32bit version.
2012-05-26 13:21:30 +10:00
Braden
defb4c255d
Allows analog sticks to be used with the TAS Input Open.
2012-05-26 13:21:30 +10:00
unknown
873437d58a
Adds better support for the tas input.
2012-05-26 13:21:29 +10:00
nitsuja
9ea8d54343
remove some code that was made unused by rca287e7957c7
2012-05-26 13:19:57 +10:00
nitsuja
1f9586a8ba
compile fix for my merging of rca287e7957c7
2012-05-26 13:19:57 +10:00
nitsuja
99b202fd2e
savestate vertexmanager (base) since it affects VertexLoader::RunVertices which affects g_pVideoData
2012-05-26 13:18:08 +10:00
nitsuja
ae242e5675
added some missing VideoBackendHardware data to savestates. I think this makes savestates more stable (fewer "GFX FIFO: Unknown Opcode" errors) in dual core mode.
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also added some extra verification markers around here, to potentially give better info on future version mismatches
2012-05-26 13:18:08 +10:00
nitsuja
2be579e8ba
fixed some graphics problems with loading savestates (for example, wrong colors on title screen of metroid prime 3)
2012-05-26 13:18:07 +10:00
nitsuja
19b0b02ad7
add some missing IPC HLE data to savestates
2012-05-26 13:14:15 +10:00
nitsuja
c9059c708e
save events in a safer way. the old way assumed that event type indices remain constant (they don't always), which could result in running arbitrary events or crashing upon loading.
2012-05-26 13:09:39 +10:00
nitsuja
a81631b58e
made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.
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the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-05-26 13:09:38 +10:00
nitsuja
108f69eaa9
to help movie sync, added some more wiimote data to savestates and disabled auto-reconnect. although I think this is basically just removing hacks and should be more correct, I don't know what side effects this could cause for normal players, so for now these changes ONLY take effect when an input movie is playing back or being recorded.
2012-05-26 12:59:08 +10:00
nitsuja
d19c389246
clean up some savestate code
2012-05-26 12:59:08 +10:00
nitsuja
8ef75dac67
add missing SI device state to saves
2012-05-26 12:59:07 +10:00
nitsuja
5423bca79c
add some more missing dsp ucode data to savestates
2012-05-26 12:59:07 +10:00
nitsuja
152351d96c
implement PointerWrap::Do(std::map<unsigned int, T>)
2012-05-26 12:59:07 +10:00
nitsuja
aa674a65f1
implement PointerWrap::DoLinkedList and use it to simplify saving CoreTiming events
2012-05-26 12:59:06 +10:00
skidau
a54e72640f
Merge branch 'misc-speedups'
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* misc-speedups:
fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu.
slightly more precise speed percent display (this is really minor)
a small thread synchronization speedup for dual core mode. it's most noticeable in games where the CPU is running behind compared to the GPU.
Conflicts:
Source/Core/Core/Src/PowerPC/Jit64/Jit.cpp
The Fifo.cpp changes from rdaefb3b550e2 was not merged as there was no performance benefit.
2012-05-26 12:35:08 +10:00
Pierre Bourdon
cf69e7ca8a
Merge branch 'gx-optimization'
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This branch reduces the number of useless state flushes in the video
emulation layer by checking whether a BP/XF change will have an effect
or not. Greatly reduces the number of GL calls per frame.
Thanks to degasus for his help!
2012-05-24 21:49:37 +02:00
NeoBrainX
4131ca8d38
Merge branch 'hires-tex-improvements'
2012-05-22 08:14:49 +02:00
Pierre Bourdon
fee2d83f68
Fix a data endianness problem introduced by r7cccb4baa724.
2012-05-20 22:16:21 +02:00
Pierre Bourdon
c95baf614d
Avoid changing video state on useless BP writes
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When a game writes the same value that was already configured to a BP
register, Dolphin previously flushed the GPU pipeline and reconfigured
the internal video state (calling SetScissor/SetLineWidth/SetDepthMode).
Some of these useless writes still need to perform actions, for example
writes to the EFB copy trigger or the texture preload registers (which
need to reload the texture from memory).
2012-05-20 20:56:03 +02:00