Commit Graph

8580 Commits

Author SHA1 Message Date
Rodolfo Bogado
a562c7c1f6 As requested apply the same changes made by rev 6958822f19 to the D3D9 backend.
handle v-sync changed while the emulation is running.
thanks to neobrain for pointing the missing functionality.
2013-04-01 14:23:48 -03:00
Pierre Bourdon
49d809ac0e Merge branch 'osx-libcxx' 2013-04-01 18:17:49 +02:00
Lioncash
58159a1693 Some more logging typos and clarifications. Missed these in my last commit.
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.

A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).

Elaborations can be seen in WGL.cpp

I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-04-01 00:10:54 -04:00
Rodolfo Bogado
5ae8bec2fd Disable dual source blend until a valid support test is found 2013-03-31 21:15:58 -03:00
Lioncash
f432d6038e Fix some typos and correct some capitalizations in the log messages.
Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
Rodolfo Bogado
45651098f6 Use a brute force approach to test for Dual source blend support.
Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time.
if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend.
I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
2013-03-31 20:02:13 -03:00
Grant Paul
aabd8ce664 Add retina display support for Mac. 2013-03-31 11:36:42 -07:00
Ryan Houdek
31500f2522 Fix Intel Ironlake since it doesn't support version 120 of GLSL. I don't have Ironlake so it is hard to test. Dropping the shaders to version 120 worked here for me, ATI may be giving me some slack though. 2013-03-30 23:27:24 -05:00
Pierre Bourdon
4d27315cd1 Initialize the AX Thread after the sync objects are initialized 2013-03-31 01:55:41 +01:00
Pierre Bourdon
60b43eb8d3 Support the old AXWii version used in games like Wii Sports or Excite Truck 2013-03-31 00:25:00 +01:00
Pierre Bourdon
276c457bed Basic framework to support the old AXWii version used in Wii Sports and Excite Truck 2013-03-30 22:22:57 +01:00
degasus
6958822f19 only apply vsync on changes
nvidia over bumblebee slows down on changes
2013-03-30 22:17:39 +01:00
Pierre Bourdon
79c0316243 Disable the polyphase resampler - it causes audio glitches with non integer ratios 2013-03-30 16:59:06 +01:00
Pierre Bourdon
04f9c6793b Fix the argument to the samples reading callback in voice processing - should fix issues with wiimote audio, untested 2013-03-30 14:39:59 +01:00
Pierre Bourdon
a813f9e13c Support loading polyphase resampling coeffs from User and Sys in HLE 2013-03-30 14:38:14 +01:00
Pierre Bourdon
e3b0a2c9bf Add an option to run the AX processing on the CPU thread. Fixes timing issues causing audio glitches on Wii, and should improve the overall stability of AX HLE. 2013-03-30 14:02:30 +01:00
Pierre Bourdon
c271082ec5 Add volume ramping for MAIN output, separate old volume values for each AUX channel and refactor 2013-03-30 00:55:55 +01:00
Pierre Bourdon
4b09f525f6 Fix AUX volume mixing in AXWii: implement volume ramping and MixAdd properly. Home menu sounds now work properly. 2013-03-29 22:22:24 +01:00
Pierre Bourdon
ef501137be Fix audio glitching at the end of a voice because of bad non-looping sound handling in AXWii 2013-03-29 21:02:27 +01:00
Glenn Rice
485bd70df2 Fix some strings for translation and update the pot file to include
those strings once again.
2013-03-29 11:05:22 -05:00
Pierre Bourdon
194ada2481 More MSVC 2010 build fixes 2013-03-29 07:55:56 -07:00
Pierre Bourdon
38db520617 MSVC 2010 does not have <mutex> or <thread> either, adding the Std* files back 2013-03-29 07:53:45 -07:00
Pierre Bourdon
a8513e4605 Re-add StdConditionVariable, MSVC 2010 does not support <condition_variable> 2013-03-29 07:42:41 -07:00
Pierre Bourdon
4895e38bd5 This change might work better if I git add the files 2013-03-29 07:31:15 -07:00
Pierre Bourdon
b73941c0ea Use libc++ for Mac OS X builds now that we require >= 10.7 anyway 2013-03-29 07:29:31 -07:00
Pierre Bourdon
e9b236be05 OSX sucks at c++11 2013-03-29 13:55:55 +01:00
Pierre Bourdon
a997824f68 Add missing <functional> header include 2013-03-29 13:51:52 +01:00
Pierre Bourdon
4dc1ffbb20 Refactor the resampling code to avoid having two polyphase resampling implementations (normal/wm) 2013-03-29 13:49:36 +01:00
Pierre Bourdon
85b498ba97 Update the right cur_addr_frac after wiimote audio resampling 2013-03-29 13:18:30 +01:00
Rodolfo Bogado
c743e75d92 fixes for my last commit 2013-03-29 00:41:36 -03:00
Pierre Bourdon
57d4ba8dcc Merge branch 'master' into new-ax-hle 2013-03-29 00:49:07 +01:00
Rodolfo Bogado
40d919b352 Implement dual source blending to avoid unneeded alpha pass.
this implementation does not work in windows xp (sorry no support for dual source blending there).
this should improve speed on older hardware or in newer hardware using super sampling.
disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly.
remove the deprecation label from the plugin while I'm working on it.
2013-03-28 20:08:51 -03:00
NeoBrainX
fb28349056 VideoSoftware: Fail less at clamping. 2013-03-28 23:34:14 +01:00
NeoBrainX
6e88ae9695 Recommend Direct3D 11 or OpenGL instead of Direct3D 9. 2013-03-28 23:34:14 +01:00
NeoBrainX
c10d9ea87a Clean up blending code a bit. 2013-03-28 23:00:19 +01:00
Rodolfo Bogado
8a33d49de2 buildfix for my last commit on Mac OSX 2013-03-28 18:32:59 -03:00
Rodolfo Bogado
246907d371 Small Blending logic fix for opengl backend 2013-03-28 18:04:33 -03:00
skidau
b2575c6280 Removed some redundant code introduced in the last commit. 2013-03-29 00:53:30 +11:00
skidau
9b7db5954f Rounded the loop addresses to the nearest 16bit value in the loop comparison.
Fixes issue 6160.
2013-03-29 00:43:41 +11:00
degasus
53377425d1 OGL: enable buffersubdata in detection 2013-03-28 12:18:39 +01:00
skidau
e38e48923d Readded the tracking of the FIFO Writes.
Fixes issue 6165.
2013-03-28 19:36:37 +11:00
Lioncash
b1dd14c319 Fix a slight leak in LogManager.
m_debuggerLog wasn't ever deleted in the destructor.
2013-03-27 23:39:48 -04:00
Jordan Woyak
507f53e226 Fixed issue 6119. 2013-03-27 14:26:45 -05:00
lioncash
6fe5f5a6ba [DolphinWX] Remove a duplicate conditional in Frame.cpp 2013-03-27 15:09:04 -04:00
skidau
5cea0d9def Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds.
This reverts commit efcb2abe9b.

Fixes issue 6098.
2013-03-27 13:06:15 +11:00
lioncash
ae62af8a93 Array overrun fixed in VertexShaderCache for the DX11 plugin.
vs_constant_offset_table only has a size of 239. It was originally iterating up to element 241.
2013-03-26 09:19:19 -04:00
skidau
b83be4875a Fixed DSPTool build. 2013-03-26 21:50:49 +11:00
skidau
6a6c086b50 Windows build fix 2013-03-26 18:48:57 +11:00
Jordan Woyak
b8b5afa323 Go back to assuming every HID device is a wiimote on Windows.
Fixed issue 6117.
Unfixed issue 6031.
2013-03-25 21:14:55 -05:00
NeoBrainX
0994a5828d VideoSoftware: Improve fog range adjustment by using less magic and more comments. 2013-03-26 00:57:45 +01:00
degasus
3ab4e35582 revert RasterFont for VideoSoftware
Backends shouldn't depend on each other. Here RasterFont depends on ProgramShaderCache, which itself depends on global config again ...
2013-03-26 00:05:46 +01:00
degasus
e5841f233a ogl: fix virtual xfb 2013-03-25 23:23:32 +01:00
NeoBrainX
beb083721a Windows build fix from web interface... 2013-03-25 21:43:32 +00:00
skidau
51290fd482 Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play.
Fixes issue 5938.
Fixes issue 6067.
2013-03-26 08:31:20 +11:00
skidau
b00201dcbd Merge branch 'Fast-EE'
* Fast-EE:
  Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
  Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
  Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
  Forced the external exception check to occur sooner by changing the downcount.
2013-03-26 08:24:21 +11:00
skidau
0ccaaee38c Forced the exception check only for ARAM DMA transfers.
Removed the Eternal Darkness boot hack and replaced it with an exception check.
2013-03-26 08:23:20 +11:00
NeoBrainX
ae146e8bc7 VideoSoftware: Implement fog range adjustment, fixing issue 6147. 2013-03-25 21:13:31 +01:00
degasus
d4fadf4b6f implement 4xSSAA for OGL
I don't think it's needed, but its requested often
2013-03-25 15:45:10 +01:00
degasus
3d5e0a6d3d move ogl-only settings into backend 2013-03-25 15:14:24 +01:00
Rachel Bryk
81e261eb68 Fix description of disable fog, and move it to enhancements tab. 2013-03-24 15:47:18 -04:00
skidau
dfa1845ae1 Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4. 2013-03-25 01:01:29 +11:00
skidau
4fa61a1e7f Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4. 2013-03-25 00:57:53 +11:00
skidau
1d550f4496 Forced the external exception check to occur sooner by changing the downcount.
Fixes issue 5825.
2013-03-25 00:47:44 +11:00
NeoBrainX
bb3ce1f8d3 Mark the Direct3D9 backend deprecated. 2013-03-23 23:53:19 +01:00
NeoBrainX
816020f4eb Prefer D3D11 and OpenGL over D3D9 by default. 2013-03-23 23:52:30 +01:00
Ryan Houdek
ff61dc3840 Switch to using bitfields in the streambuffer class so we can exclude buggy streambuffer types. This disables pinned memory on ATI for GL_ELEMENT_ARRAY_BUFFER because it seems to be buggy. This fixes ATI for me. 2013-03-23 15:37:01 -05:00
Ryan Houdek
086252380d Had this sitting around for a while to fix nogui. 2013-03-23 14:57:55 -05:00
degasus
470c9ff08a check for overflow vertex indices, fixes issue 6135
thx @ JMC47 for identifying the reversion, creating a useful bug report with fifo log :-)
2013-03-23 00:18:35 +01:00
degasus
04943cb852 more restrict disable of pinned memory, disable ubo for intel/mesa-9.1.1 2013-03-21 09:26:32 +01:00
lioncash
edd9d0e0ef Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
lioncash
0e3d8e2e9f Clean up some space/tab mismatches in DiscIO and InputCommon.
Keeps the files consistent.
2013-03-19 09:59:41 -04:00
Ryan Houdek
61e1659b97 Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition. 2013-03-19 08:50:56 -05:00
degasus
7514b41966 GLSL: fix msaa egdes
MSAA is a optimiztion to execute the fragment shader just once per pixel instead per sample.
It sounds great, but has a big issue: At edges where the center isn't in the polygon, the
fragment would still be executed, but still with the center of the pixel as position.
So if some calculations aren't allowed outside the polygon, the result would be invalid.

But the nice one: we can give a hint to each input to be choosen from a valid pixel,
so now every pixel will be calculated with valid source.
2013-03-19 13:50:43 +01:00
skidau
a6249b5388 Properly set the DMAState flag while ARAM DMA transfers are underway.
Fixes issue 6118.
2013-03-19 23:03:38 +11:00
Braden
befe6e6962 Short,sweet and fixes issue 5725 2013-03-18 21:40:46 -05:00
Rachel Bryk
7c2c4662a7 Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.
D3D9 still doesn't support changing vsync while emulation is running.

Fixes issue 6111.
2013-03-18 20:42:18 -04:00
Braden
c5033e8594 Hide cursor in fullscreen mode on OSX fixes issue 3956 2013-03-18 17:45:08 -05:00
Braden
a2af6494cf Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways. 2013-03-18 17:15:59 -05:00
Ryan Houdek
7d74293170 Fix a typo in ArmEmitter noticed by LionCash. 2013-03-18 08:45:33 -05:00
Ryan Houdek
12f5f102c7 Set GLES Tex2D function to texture2D, texture is only available in GLES3. Fix some tabs in the config file. 2013-03-18 07:50:52 +00:00
Ryan Houdek
b512b23407 Reenable mulli and negx, seems to work fine. 2013-03-18 07:50:52 +00:00
Braden
f21706bc17 Git pull 2013-03-17 21:10:54 -05:00
Braden
ae3c5a64cc Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen. 2013-03-17 20:58:43 -05:00
Ryan Houdek
9ae9910490 Finish up VFP cleanup. A few more instructions are left for VFP, and a bunch of NEON ones if it will ever be used. 2013-03-18 00:10:56 +00:00
degasus
234604e067 GLSL: also define pinned_memory in renderer.cpp 2013-03-17 19:03:23 +01:00
Rachel Bryk
0c86634101 Revert "Disable Vsync while holding tab to disable the frame limit."
This reverts commit 341eb87806.

I'll do it right later.
2013-03-17 12:30:44 -04:00
Rachel Bryk
341eb87806 Disable Vsync while holding tab to disable the frame limit.
Fixes issue 6111.
2013-03-17 11:56:24 -04:00
degasus
106d7c37e8 GLSL: store and use exact ubo sizes 2013-03-17 16:49:42 +01:00
Pierre Bourdon
612c2e8516 Fix converting the charset of an empty string. Thanks to MrData on the forums for reporting this issue. 2013-03-17 14:37:00 +01:00
degasus
f480697b9b remove some ogl error
but it doesn't resolve any issue
2013-03-17 12:46:30 +01:00
degasus
7597b8b8d5 fix software backend
ogl rasterfont sets vao and vbo, but both aren't used on software backend
2013-03-17 12:37:37 +01:00
degasus
2312a8d9d5 GLSL: don't apply unsupported msaa settings 2013-03-17 10:44:57 +01:00
degasus
4a8ab0fafa disable pinned memory for fglrx 2013-03-17 10:06:16 +01:00
Jordan Woyak
8faefa3672 Windows - Don't disconnect real wiimotes on Dolphin close. (back to the old behavior)
Fixed issue 6103.
2013-03-16 18:55:01 -05:00
Jordan Woyak
98fa5006fd Fix some warnings. 2013-03-16 18:53:34 -05:00
degasus
4a929f85b6 GLSL: fix transparency issues on dual source blend. fix issue 6104 2013-03-17 00:36:13 +01:00
Pierre Bourdon
9a404ca6d4 Ship by default a free DSP ROM that can handle most games with LLE
At the end of July 2011, LM published a free DSP ROM that works with games
using the Zelda UCode. His ROM only has the code to handle UCode loading and a
few utility functions, the rest is missing. This includes the four large sound
mixing functions used by the AX UCode and the DROM containing coefficients used
for polyphase resampling in AX.

This is an improved, updated version of this ROM, which changes the following:

- We now have a free DROM that works for polyphase resampling by "emulating"
  linear interpolation. The coefficients contained in the DROM are normally a
  list of { c1, c2, c3, c4 } which are used to interpolate a sample value from
  four previous samples:
    out_sample = prev1 * c1 + prev2 * c2 + prev3 * c3 + prev4 * c4

  The coefficients are chosen depending on the fractional part of the current
  position (basically, our position between the previous and the next sample).
  We can use this fact to generate (c1, c2, c3, c4) for each possible
  fractional part so that:
    out_sample = prev3 * curr_pos + prev4 * (1 - curr_pos)

  Which is the formula for linear interpolation between prev3 and prev4. Linear
  interpolation is not as good as polyphase resampling but it still works very
  well and I couldn't really hear any difference between the two. If someone
  wants to generate real polyphase filter coefficients, they are welcome to
  submit a patch.

- The IROM now contains the 4 mixing functions used by the AX UCode: mix_add,
  mix_add_two, mix_add_ramp, mix_add_ramp_two. They are large, inlined
  functions (probably for performance reasons) in the official DSP IROM, our
  version prefers to use a loop. This *should* be more performant with our DSP
  JIT implementation, but I did not benchmark that.

Because the new DSP ROM is working just as well as the official ROM in 95% of
cases, it is now shipped by default with Dolphin and will be used with DSPLLE
if you don't have an official DSP ROM in User/GC. It will still display a panic
alert at every boot to notice you that you are using a non official DSP ROM
made by us, which is not perfect.

Games using the CARD, IPL or GBA UCodes are still broken. I don't know what
games this actually impacts, but this is a very small proportion compared to
what works.
2013-03-16 23:54:55 +01:00
degasus
c7d75ee437 GLSL: explicitly check for gl errors for pinned memory 2013-03-16 10:08:46 +01:00
Jordan Woyak
059e100425 Check for HID wiimote name on Windows instead of assuming everything is a wiimote.
Fixed issue 6031.
2013-03-15 21:27:46 -05:00
James Dunne
f1ef51abc8 Removing Core::IsGPUThread() and Core::IsCPUThread() calls in favor of simple bool isCPUThread parameter value. 2013-03-15 19:42:42 -05:00