Commit Graph

14942 Commits

Author SHA1 Message Date
932dd14418 NativeVertexFormat: Add missing override specifier 2016-02-15 23:41:20 -05:00
69c82f32ff NativeVertexFormat: Use in-class initialization 2016-02-15 23:40:34 -05:00
6c0db9fe3c ShaderCache: Remove unnecessary template type specifications
These are already inferred through the passed in arguments.
2016-02-15 23:32:30 -05:00
53fe5a04ec ShaderCache: Remove unnecessary null checks
We already bail out if the shader compilation fails.
Also, there would have already been a nullptr dereference in
InsertByteCode prior to reaching this point.
2016-02-15 23:29:30 -05:00
a22f2e1144 D3DBase: Fix missing return statement 2016-02-15 21:15:43 -05:00
05f5668bcc Merge pull request #3591 from phire/VC_widescreen
Make all Virtual console games 4:3 (and cleanup GameInis)
2016-02-16 00:41:33 +01:00
8cc686b360 D3D12: Initial commit for D3D12 backend implementation. 2016-02-15 09:48:25 -08:00
a2e2e36745 D3D12: Additions to VideoCommon to support D3D12 backend. 2016-02-15 09:48:23 -08:00
9f279f77fc Add missing include, this was previously masked by PCH usage 2016-02-15 09:48:22 -08:00
d4dfbbf214 Make sure to get the right function pointer for DSA+buffer_storage 2016-02-15 06:05:38 -06:00
64cb57c5ee Disable a few OpenGL 4.5 functions that AMD fails to expose. 2016-02-15 06:05:09 -06:00
c61625cdd3 Relabel hotkey option for toggle frame limit to better reflect function 2016-02-15 04:11:21 -06:00
a89d48ad99 Merge pull request #3636 from Sonicadvance1/glextensions_improvements
Glextensions improvements
2016-02-15 10:30:44 +01:00
14cdf82a69 Merge pull request #3638 from lioncash/mmio
Memmap: Make the MMIO mapping a unique_ptr
2016-02-15 10:29:40 +01:00
b36b10fa78 Memmap: Make the MMIO mapping a unique_ptr 2016-02-15 00:02:00 -05:00
2685ebaed1 Add support for GL 4.3 2016-02-14 20:35:38 -06:00
e253fafe42 Add support for GL 4.4 2016-02-14 20:16:33 -06:00
87afa2c277 Add support for GL 4.5 2016-02-14 20:15:40 -06:00
23787f709c Change GL 4.2 defines over to the proper naming convention. 2016-02-14 20:01:02 -06:00
0d80c6c5f7 Stop parenting RenderWidget. 2016-02-14 17:04:16 -08:00
4e6f58d82e [DVD] Signedness fix in realistic timing path 2016-02-14 14:27:08 -07:00
bb4d636f34 Copy all layers of textures with CopyRectangleFromTexture 2016-02-14 21:17:06 +01:00
99555a35ca For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.
This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.

Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
2016-02-14 17:13:51 +01:00
cafc879b7c Merge pull request #3617 from degasus/arm
JitArm64: Merge FP functions.
2016-02-13 18:57:01 -05:00
797431dda4 MMIO: correct error message 2016-02-13 17:42:24 +00:00
6cc40b1235 Improve stability of the Wii U Gamecube Controller adapter under Android.
Under failure conditions of the GC Adapter, When interface count is zero and we can't open the device.
Then there were race conditions on shutdown of the threads which could result in crashing.

Make adapter opening more robust like the Mayflash DolphinBar.
Make shutdown more robust by making the read thread control the write thread.
Make sure that there is actual data to be written when kicking the write thread. So it doesn't attempt a write a shutdown.
Make a toast on screen to tell the user that the adapter needs to be unplugged and plugged back in again for it to work.
2016-02-13 08:17:20 -06:00
77efb2d134 About dialog displays version numbers and handy links 2016-02-13 14:28:38 +11:00
f259a8d6cf JitArm64: Merge more stuff into ps_maddXX. 2016-02-12 23:26:47 +01:00
5b795c4b20 Merge pull request #3347 from JosJuice/wii-compress-warning-once
DolphinWX: Fixes for compressing multiple games at once
2016-02-12 10:02:25 -05:00
b2b0959f23 Geometry shader bug isn't fixed in 11.1.2 for Intel Sandy Bridge 2016-02-12 07:04:09 -06:00
8b32cd0738 JitArm64: Merge ps_sumX. 2016-02-12 10:09:57 +01:00
2d8e1bc34d JitArm64: Merge PS stuff into fp_logic. 2016-02-12 10:09:57 +01:00
52f9912c46 ArmJit64: Merge FP two operant instructions. 2016-02-12 10:09:57 +01:00
157404fd1e JitArm64: Merge ps_mulsX. 2016-02-12 10:09:57 +01:00
09af32c063 JitArm64: Merge ps_mergeXX. 2016-02-12 10:09:57 +01:00
1b6d9dfc4e JitArm64: Merge ps_maddsX. 2016-02-12 10:09:57 +01:00
19713f7c14 JitArm64: Merge scalar 4-operant instructions. 2016-02-12 10:09:53 +01:00
bbb67857d3 Merge pull request #3618 from rukai/dolphinQtBannerSize
DQt2: properly space row height of table gamelist
2016-02-11 21:05:56 -05:00
cf6f9de350 Both Intel and Radeon Mesa geometry shader bugs are fixed in 11.1.2 2016-02-11 12:55:55 -06:00
26637ed262 Gamelist viewed as a table has a properly spaced row height 2016-02-11 14:14:41 +11:00
585761a456 Merge pull request #3605 from spxtr/DQt2
DQt2: Make paths dialog modeless.
2016-02-10 22:07:20 -05:00
9c048bbc36 JitArm64: Also merge 3 way FP-PS instructions. 2016-02-10 17:41:25 +01:00
83eb1d8c31 JitArm64: Merge 3 way FP instructions. 2016-02-10 17:41:25 +01:00
0969581bab DolphinQt2: No longer crashes when loading gameini without an EmulationStateId 2016-02-10 22:27:01 +11:00
726d6c17af Make paths dialog modeless. 2016-02-09 20:42:06 -08:00
91772492dd VideoCommon: Remove unused pow functions 2016-02-10 02:57:09 +01:00
b92a80ba1b Fix: segfault in NetPlayServer::GetInterfaceListInternal for ifa_addr-less interfaces
`NetPlayServer::GetInterfaceListInternal` was crashing dolphin with a segfault when encountering a
network interface without `ifa_addr`.
2016-02-08 21:21:27 +01:00
8a2e678ea7 DolphinWX: Don't include skipped items in the compression count 2016-02-08 15:26:25 +01:00
8cad70238c DolphinWX: Don't store compression progress in member variables
Just some extra cleanup.
2016-02-08 15:26:11 +01:00
9805f70913 VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
2016-02-08 12:26:55 +01:00