Commit Graph

12777 Commits

Author SHA1 Message Date
Jeffrey Pfau
1b9f55692b Fix 64-bit FreeBSD build 2015-06-13 21:52:47 -07:00
Jeffrey Pfau
b6d1512587 Common: Use more portable invocation of shm_open 2015-06-13 21:52:47 -07:00
Jeffrey Pfau
7085fcc8d6 Fix FreeBSD build 2015-06-13 21:52:47 -07:00
Matthew Parlane
f32cede086 Revert "x64: build a Position-Independent Executable (PIE)" 2015-06-14 16:06:26 +12:00
Lioncash
74b359e390 Arm64Emitter: Remove unused variable from EncodeLoadStoreRegisterOffset 2015-06-13 14:27:15 -04:00
Jules Blok
4042945ee5 Merge branch 'stable' 2015-06-13 01:12:12 +02:00
Ryan Houdek
bcc8c78e4a Merge pull request #2582 from Sonicadvance1/aarch64_fix_thp_videos
[WIP] [AArch64] Clamp quantized store ranges.
2015-06-12 18:07:24 -05:00
degasus
9f929c8593 Hotkeys: Fix translation array 2015-06-12 19:32:50 +02:00
degasus
c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
degasus
b9a9fcd26d Hotkeys: Fix missing hotkey strings 2015-06-12 13:59:22 +02:00
skidau
5ae1c07cd4 Merge pull request #2570 from Papermanzero/patch-1
Correction of emulated wiimote initialisation
2015-06-12 12:39:02 +10:00
skidau
a2b3541160 Merge pull request #2559 from AdmiralCurtiss/wind-waker-pal60-fix
Fix issue with Wind Waker not displaying boot display options.
2015-06-12 11:58:37 +10:00
Admiral H. Curtiss
33f5aaf956 GameCube Config: Add option to override the NTSC auto language change.
Some NTSC games have translations on the game disc that can be accessed via the system language byte.
2015-06-11 18:40:41 +02:00
Admiral H. Curtiss
ffe25da78a Boot: Automatically temporarily set GameCube language to 0 when booting NTSC games.
NTSC GameCubes have no Language setting, so the language byte in SRAM is always 0. Some NTSC games do react oddly and display unfinished translations and similar when the byte is set to a nonzero value that corresponds to a non-English language on a PAL GameCube. See issue 7731: https://code.google.com/p/dolphin-emu/issues/detail?id=7731.
2015-06-11 18:39:44 +02:00
Markus Wick
be1d1e2798 Merge pull request #2024 from RisingFog/irgui
Add UI Support for up to 8x Internal Resolutions
2015-06-11 15:47:39 +02:00
Fog
6e7fedd4d0 Add UI Support for up to 8x Internal Resolutions 2015-06-10 20:17:30 -04:00
degasus
20ec5867ec GameIni: Remove default Projection Hack 2015-06-10 19:31:10 +02:00
Jules Blok
fd637030e4 GeometryShaderGen: Consistently use xfmem just as the vertex shader.
There are very rare conditions in which xfmem can actually desync from bpmem.
2015-06-10 16:13:54 +02:00
Jules Blok
4cbaddb7ad GeometryShaderGen: Don't use centroid in for input variables. 2015-06-10 16:04:32 +02:00
Tillmann Karras
d329147871 Interpreter: use std::isnan(x) instead of x != x 2015-06-10 14:31:08 +02:00
Tillmann Karras
c7544719e2 Interpreter: optimize NaN checks
NaNs always propagate, so we can get away with only checking for NaN
inputs in the rare case that the result is NaN (as already done in
Jit64::HandleNaNs()).
2015-06-10 14:23:43 +02:00
Markus Wick
9b8eb55cd4 Merge pull request #2581 from mimimi085181/FreeTexture-code-cleanup
Code cleanup for FreeTexture after merging PR #2097
2015-06-10 12:49:20 +02:00
Matthew Parlane
5cce640f48 Anisotropic Filtering option is now correct in D3D
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
2015-06-10 22:32:46 +12:00
Ryan Houdek
113c2dcd74 [AArch64] Clamp quantized store ranges.
Fixes block dots in THP videos.
Nintendo's THP video uses paired U8 stores to write their THP videos after decoding with floating point operations.
Paired stores clamp the range to the minimum and maximum values(0 - 255 in this case).
In some instances the resulting float will be larger than what a U8 can fit(Typically white) and results in black dots due to how AArch64 handles
quantizing.
2015-06-09 18:11:27 -05:00
Ryan Houdek
3d2b116323 [AArch64] Implement a couple instructions in the emitter.
Implements LD2R.
Implements LD1R/LD2R with post-indexing support.
Implements vector min/max instructions.
2015-06-09 18:10:56 -05:00
flacs
d4cf06c922 Merge pull request #2579 from degasus/hotkeys
Hotkeys: Fix "Select State Slot"
2015-06-09 23:56:23 +02:00
Jules Blok
97e3c5302d Merge pull request #2578 from Armada651/cmake-stable
Don't display the branch name in the titlebar for the stable branch.
2015-06-09 22:28:54 +02:00
mimimi085181
4d5fdb74be Code cleanup for FreeTexture after merging PR #2097 2015-06-09 21:45:09 +02:00
degasus
640b81a19f Hotkeys: Fix "Select State Slot"
This was a copy&paste issue from dfc951fbbb.

Fixes https://code.google.com/p/dolphin-emu/issues/detail?id=8645
2015-06-09 21:05:54 +02:00
Tony Wasserka
6833c203a6 Make make_scmrev.h.js recognize "stable" as a stable branch. 2015-06-09 20:03:25 +02:00
Rohit Nirmal
46bad5291b Silence -Wreorder warning. 2015-06-09 11:35:53 -05:00
Markus Wick
e47e4c677a Merge pull request #2097 from mimimi085181/find-textures-by-hash
Search the texture cache for small textures by address and hash
2015-06-09 10:12:05 +02:00
Matthew Parlane
39155007c7 Merge pull request #2545 from Tilka/accurate_nans
Jit64: optionally accurate NaNs
2015-06-09 17:53:28 +10:00
Jules Blok
d5788f75a3 Merge pull request #2533 from degasus/syncgpu
Fifo: Rewrite SyncGPU
2015-06-09 09:43:26 +02:00
Fog
519d2549dd Fix File Extension Search Being Case Sensitive 2015-06-08 21:39:00 -04:00
Matthew Parlane
42d5b5b48c Merge pull request #2568 from Sonicadvance1/aarch64_crc32_hash
[AArch64] Implement CRC32 texture hashing.
2015-06-09 10:39:52 +10:00
comex
9ed7e3bd3e Merge pull request #2536 from endrift/deploy-mac
Tools: Use non-CMake tool for fixing up OS X bundles
2015-06-08 17:33:17 -07:00
Ryan Houdek
ffe085f5ea [AArch64] Implement CRC32 texture hashing.
In a particular hashing heavy scene in Crazy Taxi the Murmur3 hash used 3.11% CPU time.
The new CRC32 hash in the same scene used 1.86%
This was tested on a Nvidia SHIELD Android TV with Cortex-A57s.

This will be a bit slower on the Nexus 9, the Denver CPU core is a bit slower with CRC32 texture hashing than Murmur3 texture hashing.
2015-06-08 19:16:50 -05:00
NanoByte011
59f273696a VideoSW: refactor shared lighting attenuation function
- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
2015-06-08 23:20:27 +02:00
NanoByte011
06d1b8c63a VideoSW: rewrite lighting attenuation
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
degasus
d31bed8b79 Fifo: Rewrite SyncGpu
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
Papermanzero
47ea0e1089 Update WiimoteEmu.cpp
Should fix Issue 8209: Emulated Wiimote tilt is incorrect since 4.0-4543. 
Original changes can be looked at the link below and discussion about the issue can be followed within Issue 8209 at googlecode.
http://pastebin.com/yKA2nuGp

Thanks to hk.konpie for the fix.
2015-06-08 13:22:55 +02:00
JosJuice
04de064732 DolphinQt: Use short GC game titles in grid view
Short titles fit better than long titles.
2015-06-08 12:04:51 +02:00
JosJuice
ec0370d2d1 Volume: Add prefer_long parameter to GetNames
GC games with long names store two variations of the name in
opening.bnr. This makes the shorter of those names available.
For volumes other than GC discs, prefer_long is ignored.
2015-06-08 12:00:34 +02:00
Tillmann Karras
aec38466d9 Jit64: optionally accurate NaNs
When AccurateNaNs is enabled, NaNs are handled accurately by checking
for NaN results and choosing the correct input NaN or replacing x86's
generated -QNaN with +QNaN.
2015-06-08 11:14:52 +02:00
Ryan Houdek
881f6db2ab Merge pull request #2509 from comex/fix-ar-codes
Fix subdialogs of the ISO props dialog... sort of
2015-06-08 04:13:16 -04:00
Ryan Houdek
3a3b782f3c [AArch64] Detect AES/SHA1/SHA2/CRC32 in CPUDetect. 2015-06-08 01:20:24 -05:00
Ryan Houdek
59e2225f7d Remove ARMv7 support. 2015-06-07 22:44:13 -05:00
Ryan Houdek
499478bcad Merge pull request #2550 from Armada651/d3d-pokes
D3D: Implement Z pokes.
2015-06-07 23:25:16 -04:00
Ryan Houdek
9969273994 Merge pull request #2557 from AdmiralCurtiss/gc-sram-checksum
GameCube SRAM: Recalculate checksums after setting language.
2015-06-07 23:24:06 -04:00