Commit Graph

17871 Commits

Author SHA1 Message Date
Tyler Dunn
a0b54f558e [Android] Don't hardcode SD card path 2016-05-18 22:10:42 -04:00
Tyler Dunn
6a870c2417 [Android] Fix possible leak of fileCursor 2016-05-18 22:10:29 -04:00
degasus
c04cff57da GLExtensions: Fix OpenGL ES 3.2 handling. 2016-05-18 23:22:46 +02:00
Markus Wick
22648729c7 Merge pull request #3832 from degasus/android
DriverDetails: Update Qualcomm new driver version.
2016-05-18 21:26:45 +02:00
mathieui
54b4efff6b GCAdapter: improve thread safety
make sure Reset() can’t be run concurrently with AddGCAdapter() or
ResetRumble() (which is called on other threads) which can cause
crashes (issue #9462)
2016-05-18 20:44:01 +02:00
Markus Wick
682af0a86a Merge pull request #3846 from degasus/videosw
VideoSW: Fix XFB config.
2016-05-18 20:14:55 +02:00
Markus Wick
da3b03c61d Merge pull request #3829 from phire/timing_madness
Increase Audio DMA Interrupt delay to 200 cycles (Fix assorted Namco games)
2016-05-18 20:14:02 +02:00
degasus
3a452f3cc5 VideoSW: Fix XFB config. 2016-05-18 18:37:44 +02:00
degasus
fa3526962d VideoSW: Drop Update in XFB copy. 2016-05-18 18:37:44 +02:00
Markus Wick
ae5d6003cd Merge pull request #3758 from phire/minor_core_timing_fix
CoreTiming: Trim max slicelength to the given value.
2016-05-18 17:56:02 +02:00
Markus Wick
e2d65778fc Merge pull request #3816 from magumagu/neogamma-hack
Add hack to IPCHLE to make NeoGamma work.
2016-05-18 17:49:58 +02:00
Markus Wick
5a36b7db24 Merge pull request #3811 from magumagu/eslaunch-timing
Fix timing regression affecting ES_LAUNCH.
2016-05-18 17:15:30 +02:00
Markus Wick
60e7c78007 Merge pull request #3840 from degasus/arm
JitArm64: Faster block linking.
2016-05-18 16:49:01 +02:00
JosJuice
dc3bbeb92f Fix reading CISO files on Android 2016-05-17 14:20:59 +02:00
rukai
f9ef9067c1 [Qt] VS build no longer adds all of Data to Binary 2016-05-14 16:50:25 +10:00
Mat M
e5bafeb40a Merge pull request #3821 from mathieui/gcadapter-no-device
Fix a hang with the GC Adapter
2016-05-13 21:36:51 -04:00
degasus
637851fce0 JitArm64: optimize bclrx
the unconditional path is the most common, so no need to switch to far code here.
2016-05-14 00:05:55 +02:00
degasus
b6f16352e4 JitArm64: Check downcount on block linking.
This skips one B() call.
2016-05-14 00:04:58 +02:00
degasus
10e716c623 JitCommon: Pass jit block instead of host pointer on linking.
So the JIT may do more fancy stuff.
2016-05-14 00:04:58 +02:00
degasus
cf3c65fbd0 JitArm64: Use B() instead of BR() to jumo to ASM.
Avoid indirect jumps as good as possible. This is a noticeable speedup.
2016-05-14 00:04:58 +02:00
degasus
b2be9bd7f7 JitArm64: Inline JitAsm in JitArm64.
So they share the same emitter, and so they are in the same 128MB range.
This allows us to use B() to jump to the dispatcher.

However, so we have to regenerate them on every cache clear.
2016-05-14 00:04:58 +02:00
EmptyChaos
c1944f623b Core/Movie: Add ability to run code in Host context
EndPlayInput runs on the CPU thread so it can't directly call
UpdateWantDeterminism. PlayController also tries to ChangeDisc
from the CPU Thread which is also invalid. It now just pauses
execution and posts a request to the Host to fix it instead.

The Core itself also did dodgy things like PauseAndLock-ing
from the CPU Thread and SetState from EmuThread which have been
removed.
2016-05-13 09:23:44 +10:00
EmptyChaos
e8dfc8e654 Movie: Threadsafety Audit
Fix TASInputDlg which was trying to access the GUI without the GUI
lock from the CPU Thread.
2016-05-13 09:23:44 +10:00
EmptyChaos
c1922783f8 Core: Threadsafety Synchronization Fixes (Frame Advance / FifoPlayer)
Fix Frame Advance and FifoPlayer pause/unpause/stop.

CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.

FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).

Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
2016-05-13 09:23:44 +10:00
mathieui
8f0cbefbe5 Disable part of the adapter features for netplay
In order to avoid desyncs
2016-05-12 23:31:51 +02:00
Rukai
d9a8318879 Brings visual studio build files up to date with recent Qt changes 2016-05-13 01:18:57 +10:00
Matthew Parlane
ec40b38484 Merge pull request #3571 from rukai/dolphinQtVisualStudio
DolphinQt2 Builds on Visual Studio
2016-05-12 22:27:18 +12:00
Matthew Parlane
356f709537 Merge pull request #3810 from mathieui/fix-adapter-recording-savestate
Fix loading save states with input recording with the adapter
2016-05-12 20:53:04 +12:00
mathieui
2a0ba5aaa6 Fix loading save states with input recording with the adapter
Intended fix for issue #9508
2016-05-12 10:45:03 +02:00
mathieui
8d23ebaa6b Revert "Fix netplay desync when using wii-u adapter."
This reverts commit 429ae8fb01.

 Conflicts:
	Source/Core/Core/HW/SI_DeviceGCAdapter.cpp
	Source/Core/Core/HW/SI_DeviceGCAdapter.h
2016-05-12 02:01:35 +02:00
degasus
bca0e06a95 OGL: Use coherent mapping on Qualcomm devices. 2016-05-11 23:55:28 +02:00
degasus
7517d126c8 DriverDetails: Drop BUG_BROKENALPHATEST.
This flag is not in use at all.
2016-05-11 21:22:09 +02:00
degasus
6219c39cf5 OGL: Drop QC ES3.1 workaround.
This was never tested well:

HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
Matthew Parlane
48c0c2ace6 Merge pull request #3830 from Lionel07/qt-settings-window
[Qt] Settings Window for Qt
2016-05-11 16:43:43 +12:00
Corwin McKnight
321b775f02 [Qt] Settings Window for Qt
AND Fix leftovers from full code, fixed styling and lint
2016-05-10 21:24:53 -07:00
Matthew Parlane
670a1c2694 Merge pull request #3532 from rukai/enterOpenGame
Qt - Enter key opens selected game in the game list.
2016-05-11 08:45:29 +12:00
Matthew Parlane
3f012df6d5 Merge pull request #3615 from rukai/qtCrash
DolphinQt2: Fix crash related to loading gameini
2016-05-11 08:40:00 +12:00
Summate
e01bdeddf2 Piping the wxMsgAlert through netplay window during netplay instead of running a blocking messagebox 2016-05-10 05:03:06 -05:00
Matthew Parlane
bb6a04dc8e Merge pull request #3713 from stenzek/d3d12-more-fixes
D3D12: Bug fixes, implement bbox, realxfb, perfquery
2016-05-10 21:34:27 +12:00
Scott Mansell
2c95cf0f5a Increase Audio DMA Interrupt delay to 200 cycles.
We really need hardware tests for this one. But this will do as a
quick fix for issue 9509 for 5.0
2016-05-09 14:16:32 +12:00
Mat M
c299a6a8cc Merge pull request #3801 from Helios747/the_30_minute_blocker_fix
[UI] Remove browse toolbar button and tweak empty gamelist message
2016-05-08 17:24:40 -04:00
Stenzek
ccf9470241 D3D12: Specify read/write ranges when calling Map/Unmap 2016-05-08 23:18:59 +10:00
Stenzek
fde7dee652 D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
This was occuring when the source texture was larger than the destination
texture, but the source rect was <= dest rect, so the copy is valid.
2016-05-08 23:18:58 +10:00
Stenzek
9bff187547 D3D12: Cleanup startup/shutdown process
Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
2016-05-08 23:18:58 +10:00
Stenzek
4269abdc3e D3D12: Implement perf query support 2016-05-08 23:18:57 +10:00
Stenzek
25d5da0ea3 D3D12: Remove D3D11 header references 2016-05-08 23:18:56 +10:00
Stenzek
6f3573dda8 D3D12: Implement XFB encoding/decoding (support Real XFB) 2016-05-08 23:18:51 +10:00
Stenzek
3372bfa6ab D3D12: Remove feature level checks
We don't create a device below feature level 11_0 anyway, so no point
checking, we can just assume support.
2016-05-08 12:08:25 +10:00
Stenzek
063761fbd2 D3D12: Don't add padding when allocating within empty StreamBuffer
Resources are already aligned to an address larger than any of our
requirements, anyway.
2016-05-08 12:08:25 +10:00
Stenzek
0c27aae7d3 D3D12: Improve output of shader compiler errors
These were completely broken due to lack of c_str(). We also output
warnings now as well (these can be useful).
2016-05-08 12:08:25 +10:00
Stenzek
acfa93372e D3D12: Refactoring and cleanups
Moves render target restoring to RestoreAPIState, this also means no need
to manually restore after allocating in a buffer that caused execution,
because the manager restores it for us.

Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors
in EFB poke drawing.
2016-05-08 12:08:25 +10:00
Stenzek
7ec1fce741 D3D12: Fix error with >1xIR/MSAA EFB depth access 2016-05-08 12:08:25 +10:00
Stenzek
ac1cd8279b D3D12: Implement GPU-based bounding box 2016-05-08 12:08:25 +10:00
Stenzek
32599559db D3D12: Use helper method for binding EFB render targets 2016-05-08 12:08:25 +10:00
Stenzek
984da2d624 D3D12: Use signed ints for viewport origin
Fixes black screen when crop is enabled.
2016-05-08 12:08:25 +10:00
Stenzek
a8c4d6c242 D3D12: Allow large texture uploads (>64MiB) by using temporary buffer
This is not optimal, but for those texture packs with extremely large
images, it won't crash. Releasing after the frame completes is an option
too, however, there is the risk of running out of memory by doing this.
2016-05-08 12:08:25 +10:00
magumagu
cfce7a2aab Fix IPCHLE to make NeoGamma work.
NeoGamma is explicitly sending a nonsense command to the Bluetooth module;
make sure to respond with something sane.

Fixes issue 9470, a regression from PR #1856.
2016-05-07 11:37:21 -07:00
Matthew Parlane
1e1fce1a03 Merge pull request #3815 from degasus/scm
SCM: Use std::string.
2016-05-07 20:24:59 +12:00
Matthew Parlane
461a48f8e3 Merge pull request #3820 from Lionel07/netplay-elf-title-regression
Fix regression for .elf files in Netplay Game Selector
2016-05-07 19:47:13 +12:00
Corwin Mcknight
453d7777e5 Fix regression for .elf files in Netplay Game Selector
Rearranged code to look nicer, as well
2016-05-06 19:41:40 -07:00
Matthew Parlane
48237b38e8 Merge pull request #3817 from Lionel07/qt-mac
[UI] Enable Qt on Mac
2016-05-06 13:28:11 +12:00
Corwin McKnight
0368fc3837 [Qt]: Enable Qt on Mac OSX.
* Enables Qt on OSX
* Makes it look pretty
2016-05-05 17:03:53 -07:00
Matthew Parlane
1cfeacd5b6 Merge pull request #3793 from mathieui/netplay-disc-num
Add information about disc number in the netplay setup
2016-05-06 09:19:54 +12:00
mathieui
f36cd77da4 Add information about disc number in the netplay setup
Previously, two-disc games would appear exactly the same, and not
necessarily in disc order, which made it a pain.
2016-05-05 23:15:00 +02:00
degasus
2030ad4577 SCM: Use std::string.
Those macros may be defined, or not. We should support both cases, so use std::string as it also defines the length of the string.
2016-05-05 00:22:49 +02:00
Matthew Parlane
dbd67c6b06 Merge pull request #3809 from Lionel07/netplay-gui-updates
[UI] Make NetPlay UI bigger and neater
2016-05-04 08:45:48 +12:00
Matthew Parlane
ea82fcc24f Merge pull request #3658 from Tilka/helpers
Interpreter: simplify some helpers
2016-05-03 22:44:27 +12:00
Matthew Parlane
1634948b6e Merge pull request #3742 from phire/dither
Implement Dithering for video software
2016-05-03 22:41:39 +12:00
Matthew Parlane
c32ba0fc06 Merge pull request #3744 from degasus/videosw
VideoSW: Fix special case.
2016-05-03 22:34:00 +12:00
Matthew Parlane
e0a5f1bb75 Merge pull request #3791 from spxtr/mw-timer
Use CoreTiming for MemoryWatcher.
2016-05-03 22:30:51 +12:00
magumagu
36f01e141d Fix timing regression affecting ES_LAUNCH.
Scheduling an event for zero cycles in the future actually means zero
cycles with new timing changes, but the code for IPC ACKs was depending on
it meaning "soon".

Fixes #9511.

I'm not at all confident this is actually right... but it seems to work.
2016-05-02 21:56:49 -07:00
Corwin Mcknight
3a76aeb23d [UI] Make NetPlay UI bigger and neater
This commit does 4 things:
* It increases the default small size of the NetPlay window to a larger
and more appealing size.
* It cleans up and reorganizes a bit of the NetPlay Setup UI code.
* It moves the Direct or Transversal Selector to be more appealing and
nice looking.
* The Direct or Transversal also gets a label and nicer text, and a
spacer.
2016-05-02 08:15:44 -07:00
Matthew Parlane
a78787ba75 Merge pull request #3730 from lioncash/noncopy
NonCopyable: Minor changes
2016-05-01 11:46:08 +12:00
Matthew Parlane
05e1406e89 Merge pull request #3795 from EmptyChaos/fix-diskreader
DriveReader: Fix View > Show Drives
2016-05-01 11:43:30 +12:00
Matthew Parlane
3d375592a2 Merge pull request #3798 from phire/goto_dino
Fix handling of Wii NAND's /tmp directory during savestate loads.
2016-05-01 11:37:33 +12:00
Anthony Serna
79b902e7e5 [UI] Remove browse toolbar button and tweak empty gamelist message
Removed some related functions
2016-04-30 10:25:46 -05:00
degasus
6f2d8483b7 VideoSW: Fix special case.
I have no clue what this special case shall be, but accessing g_main_cp_state within Flush() is not allowed.
We likely still have a bad behavior, but now it only depends on the current state, not on the next one after flushing.
2016-04-30 13:14:09 +02:00
mathieui
542e7ba158 Make a generic rumble function
Call the appropriate rumble function for each SI Device, Should fix #9331.
Ideally we wouldn’t have to do this, but since the way things are wired,
fixing the root cause it out of the picture for now.
2016-04-30 12:54:31 +02:00
degasus
170a7f1a06 CoreTiming: Trim max slicelength to the given value.
Previously it was underclocking by 50% when there were
no events to schedule.
2016-04-30 19:28:14 +12:00
Matthew Parlane
3df4b09a94 Merge pull request #3797 from phire/casually_delete_some_code
Fix netplay desync when using wii-u adapter.
2016-04-30 17:55:06 +12:00
Mathew Maidment
45e0cb70df Merge pull request #3770 from EmptyChaos/dsp-int-fail
DSP: Fix array out of bounds
2016-04-29 20:07:07 -04:00
Mathew Maidment
2d7dfa060e Merge pull request #3796 from endrift/indtev-simplify
VideoCommon: Workaround Intel OS X bug again
2016-04-29 19:59:45 -04:00
Mathew Maidment
9776b8db43 Merge pull request #3799 from mimimi085181/fix-auto-ir
Make integral auto IR(multiple of 640x528) work as expected
2016-04-29 19:50:21 -04:00
Mathew Maidment
b99b685f22 Merge pull request #3800 from phire/unexceptional-exceptions
Make exceptions consistent across all JITs/Interpreters (Fixes Pokemon Box)
2016-04-29 19:48:55 -04:00
Mathew Maidment
b420abc908 Merge pull request #3769 from RisingFog/remove_framestep
Remove Unused Framestop Functions
2016-04-29 19:41:25 -04:00
spxtr
b9e9a5ee3d Use CoreTiming for MemoryWatcher. 2016-04-28 21:28:15 -07:00
Scott Mansell
eb5819f88a Make exceptions consistant across all JITs/Interpeters.
They all handled it diffrently, so I've just moved it into Advance()

This fixes Pokemon Box booting in JIT/JITIL which shared a bug where
exceptions set in a scheduled event would be ignored untill the next
slice (upto 20,000 cycles).
2016-04-28 17:22:52 +12:00
mimimi085181
8c34463f14 Make integral auto IR(multiple of 640x528) work as expected
Right now, it's possible that x and y are scaled differently, if efb and xfb size are not the same.
2016-04-26 23:25:38 +02:00
EmptyChaos
97d570f0c9 DriveReader: Fix View > Show Drives
DriveReader::m_size was never initialized which was indirectly
causing CGameListCtrl to crash Dolphin when it tried to insert a
character at a negative index in a string.

Reading one sector at a time is very inefficient and appears to
be causing timing issues during boot so SectorReader has been
enhanced to support batching.

SectorReader has been given a working cache system.
2016-04-26 21:24:08 +10:00
Scott Mansell
8f4ac5bbad Close all files so /tmp can be deleted on save state load.
Because the file handles were open, the recursive delete was
failing. The previous commit stopped the crash but this should
make the restore actually happen has expected.
2016-04-25 18:29:49 +12:00
Scott Mansell
b2f133d2ac make DeleteDirRecursively clean up correctly after failure.
Fixes Metroid prime crashing the second boot after loading
a save state (issue 9496)
2016-04-25 18:28:38 +12:00
Scott Mansell
429ae8fb01 Fix netplay desync when using wii-u adapter.
If the game sent a command to a disconnected controller, the
wii u adapter code would return a diffrent response.

This simply deletes the speclized version of RunBuffer for the
wii-u adapter as the only diffrence was the code which detected
disconnected controllers and returned a error.
2016-04-25 15:26:31 +12:00
Pierre Bourdon
3033096223 Merge pull request #3767 from degasus/android
Android: Also copy sys/Wii directory.
2016-04-24 15:12:57 +02:00
degasus
3a4ff30745 Android: Also create directorys for the Wii files. 2016-04-24 14:44:30 +02:00
degasus
18db9498d7 Android: Check asset overwrite per file.
So new files will be added, eg the missed Wii directory.
2016-04-24 14:44:30 +02:00
degasus
3f704dca75 Android: Also copy sys/Wii directory.
Seems like this one was just missed, some games just did not start without it.
2016-04-24 14:44:30 +02:00
Jules Blok
8a21b082d6 Merge pull request #3745 from stenzek/d3d11-texcache
D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
2016-04-24 11:47:32 +02:00
Jeffrey Pfau
d6517a761c VideoCommon: Simplify indirect texture lookup code slightly 2016-04-23 22:55:52 -07:00
Jeffrey Pfau
aa736bf258 Revert "VideoBackend: Remove extraneous shifts from indirect texture lookups"
This reverts commit 1f1b127b69.
2016-04-23 22:55:42 -07:00
mimimi085181
fcd5170cff XInput: Apply Rumble/Motor output only on changes (again)
Disclaimer: I can't test if this works on xbox one controllers, i don't have one. But i have conformed that this UpdateMotors() is related to rumble for emulated wiimotes.

This partially reverts commit "XInput: Apply immediately as well" (1958a10b6f) from pr # https://github.com/dolphin-emu/dolphin/pull/1560

Hopefully this fixes the xbox one controller rumble issue:
https://bugs.dolphin-emu.org/issues/9071

And in theory it might reduce the used usb bandwidth, as it was originally intended before pr 1560.

@JMC47: Please do a good amount of testing, to see if this breaks rumble for wiimotes or gamecube controllers emulated with xinput devices.
2016-04-23 13:45:10 +02:00
Mathew Maidment
bdb9da2104 Merge pull request #3687 from rukai/fixMakerColumn
DolphinWX: Disable 'maker' column hiding
2016-04-21 09:15:10 -04:00
EmptyChaos
49babfb60b CFrame: Fix Confirm Close
Closing Dolphin's main frame and clicking "no" does not clear
m_bClosing which means that pressing the "stop" button triggers
OnClosed which suddenly and unexpectedly closes the main frame.
2016-04-19 15:47:51 +10:00
Rukai
4cd918caf1 DolphinWX: Disable 'maker' column hiding
This was done because showing a column was broken:
Showing a column repopulates the column with no regard for the sorted
order. This results in a seemingly random order.
(actually the order of m_ISO_FILES)
2016-04-17 10:19:25 +10:00
EmptyChaos
32239f500c VideoInterface: Fix registers not being initialized
VideoInterface::Preset was not initializing all registers, this is a problem
because it leaks register settings across games. Xenoblade Chronicles does
not like m_DisplayControlRegister having random bit patterns in it.
2016-04-17 09:35:22 +10:00
Lioncash
4ae4b241ec ChunkFile: Handle bool in a stable way across platforms
bool is not always guaranteed to be the same size on every platform.
On some platforms it may be one byte, on others it can be 8 bytes if the
platform dictates it. It's implementation-defined.

This can be problematic when it comes to storing this
data to disk (it can also be space-inefficient, but that's not really an
issue). Also say for some reason you moved your savestates to another
platform, it's possible they won't load correctly due to differences in size.

This change stores all bools to savestates as if they were a byte in size
and handles the loading of them accordingly.
2016-04-14 22:55:03 -04:00
Pierre Bourdon
4d864ece27 Merge pull request #3759 from JosJuice/dvd-callback-savestates
DVDInterface/DVDThread: Don't store CoreTiming event IDs in savestates
2016-04-14 17:55:52 +02:00
Chris Burgener
02bfc62d1c Fix Windows build not copying certain files 2016-04-12 19:05:17 -04:00
Chris Burgener
ab4c3314e7 Only copy relevant files for Windows builds
Fixes issue 9455: https://bugs.dolphin-emu.org/issues/9455
2016-04-12 12:20:23 -04:00
JosJuice
be191c0473 DVDInterface/DVDThread: Don't store CoreTiming event IDs in savestates
CoreTiming event types aren't guaranteed to be stable across
runs of Dolphin, so they shouldn't be in savestates.
2016-04-11 22:14:25 +02:00
Pierre Bourdon
2063fc671a Merge pull request #3748 from mimimi085181/partial-updates-paletted-textures
Partial updates for paletted textures
2016-04-11 21:47:24 +02:00
Pierre Bourdon
58d8c734b8 Merge pull request #3773 from phire/if_you_want_100_cycles_ask_for_100_cycles
"Instant" ARAM DMA shouldn't schedule and event too soon.
2016-04-11 21:46:43 +02:00
Pierre Bourdon
61ea5328f7 Merge pull request #3774 from phire/Fix_Metroid_Other_M
Fix Metroid: Other M
2016-04-11 21:43:20 +02:00
degasus
ef01f234df PixelShaderGen: Fixes implicit type conversion or PR #3772.
This regression did only happen on OpenGL ES.
2016-04-10 12:49:32 +02:00
Pierre Bourdon
c4af588945 Merge pull request #3772 from degasus/shader_opt
PixelShaderGen: Move constant multiplication to constant generation.
2016-04-10 01:20:34 +02:00
mimimi085181
9f625417c0 Partial updates for paletted textures
This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
2016-04-09 18:22:36 +02:00
Pierre Bourdon
e98fb0af84 Merge pull request #3752 from mimimi085181/remove-use-only-once-restriction-partial-updates
Remove the restriction to use efb copies only once as partial update
2016-04-09 18:10:20 +02:00
Scott Mansell
5e50c37c13 Alternative fix: promote cycleslate to an s64 everywhere.
Also changed a few functions to be static.
2016-04-10 02:13:06 +12:00
Scott Mansell
28e0607522 Fix Metroid: Other M
During boot of Other M, there is momentarily a period when VICallback's
cycles late is larger than GetTicksPerHalfLine(). Because
GetTicksPerHalfLine() returns a u32 and c++'s weird type promotion rules,
cycleslate gets promoted from a s32 to a u32 and the result of the
substraction is a really large u32.

Before ScheduleEvent accuracy improvements, ScheduleEvent took a s32, so
the result got cast back to the small negitave we expect. But it now takes
a s64 and the u32 to s64 conversion gives us a really large number (around
two seconds) and Other M times out while waiting for something.
2016-04-10 00:10:56 +12:00
Scott Mansell
662ed217d7 "Instant" ARAM DMA shouldn't schedule and event too soon.
Now that the accuracy of ScheduleEvent has changed, 0 cycles will
schedule an event as soon as possible. But this breaks ATV 2.

So we schedule it 100 cycles out (unless it's a really short copy)
2016-04-09 22:34:53 +12:00
degasus
10e4f7e7bf PixelShaderGen: Move constant multiplication to constant generation.
No need to do this within the shader per pixel if it can be done once.
2016-04-09 12:25:00 +02:00
EmptyChaos
80ff82b81a DSP: Fix integer promotion spill 2016-04-08 12:08:17 +10:00
Scott Mansell
365baeccb4 Only force progressive if we are currently in an interlaced video mode
The NES games on the Zelda Collecters Edition disk use a XFB which is
only 256 pixels wide, but has a stide of 640 pixels.

This fits our definition of a interlaced xfb, as a second line of data
could fit in the extra space. The solution is to check that we are
actually in a interlaced video mode before activating the force
progressive hack.
2016-04-06 05:12:53 +12:00
Chris Burgener
3140f9b226 Change GetStatePtr() Return to const 2016-04-05 12:45:48 -04:00
Chris Burgener
54eb8c09f9 Remove Unused Framestop Functions 2016-04-05 12:19:12 -04:00
Pierre Bourdon
3f079fb2c1 Merge pull request #3762 from mimimi085181/partial-updates-efb-copy-before-texutre
Partial texture updates: Allow the efb copy to start before the texture
2016-04-04 14:53:06 +02:00
shuffle2
c63ef18fcc Merge pull request #3760 from lioncash/vs
pch: Update Visual Studio version check
2016-04-03 17:14:45 -07:00
Lioncash
8d9221a71e MathUtilTest: Fix tests on MSVC - Document compiler bug
MSVC's implementation of numeric_limits currently generates incorrect
signaling NaNs. The resulting values are actually quiet NaNs instead.

This commit is based off of a solution by shuffle2. The only
difference is a template specialization for floats is also added
to cover all bases
2016-04-03 19:16:47 -04:00
Mathew Maidment
23f6c64525 Merge pull request #3733 from EmptyChaos/wx-playbtn-fix
WXGUI: Fix disabled play button not fading
2016-04-03 11:26:14 -04:00
mimimi085181
befb2e4809 Partial texture updates: Allow the efb copy to start before the texture
This is an oversight from pr https://github.com/dolphin-emu/dolphin/pull/3266 . Thanks to degasus for pointing this out.

It's possible that MAX_TEXTURE_BINARY_SIZE can be optimised, but i wanted to play it safe considering the 5.0 stable release.
2016-04-02 20:34:49 +02:00
sigmabeta
57eea4f330 Fix android builds permanently. 2016-04-02 10:14:40 -04:00
degasus
6cd7740f4b Android: Update gradle version 2016-04-02 13:56:30 +02:00
Pierre Bourdon
418b8c03d5 Merge pull request #3763 from JosJuice/boot-clear-memory
Always clear memory when booting
2016-04-02 12:59:24 +02:00
JosJuice
2db2672810 Always clear memory when booting
Reading uninitalized memory is non-deterministic. We used to only
clear the memory when using EmulatedBS2_GC or FifoPlayer, but we
now do it during Memory::Init instead so it always gets done.
2016-04-01 21:35:26 +02:00
Pierre Bourdon
77c05737e9 Merge pull request #3757 from stenzek/amd-glsl-storage-qualifier
ShaderGen: Handle AMD bug with storage qualifiers in interface blocks
2016-04-01 10:05:50 +02:00
Lioncash
b3c77fd96a VertexLoaderTest: Amend code to fix new warnings in Visual Studio
Fixes warning C4334
2016-03-30 21:00:08 -04:00
Lioncash
33c22ffab7 D3D: Amend code to fix a new VS warning
Fixes warning C4334
2016-03-30 20:59:57 -04:00
Lioncash
d2c4ce8696 pch: Update Visual Studio version check 2016-03-30 20:31:59 -04:00
Pierre Bourdon
486d3a7114 Merge pull request #3656 from phire/windows-10-sdk-update
Updated D3D12 to build on the newer windows 10 sdk.
2016-03-30 18:37:53 +02:00
Stenzek
e6b2212ec0 ShaderGen: Only specify storage qualifier in interface block when needed
Drivers that don't support GL_ARB_shading_language_420pack require that
the storage qualifier be specified even when inside an interface block.

AMD's driver throws a compile error when "centroid in/out" is used within
an interface block.

Our previous behavior was to include the storage qualifier regardless, but
this wasn't working on AMD, therefore we should check for the presence of
the extension and include based on this, instead.
2016-03-30 00:42:50 +10:00
Pierre Bourdon
2d1c0e4092 Merge pull request #3722 from Sonicadvance1/upgrade_to_new_MaJoR1
Update to MaJoR1's latest on screen buttons
2016-03-27 22:43:22 +02:00
mimimi085181
2dd9e6bfe2 Remove the restriction to apply efb copies only once as partial update
I'm not entirely sure what is happening, but this optimisation is causing an issue in Sonic Riders: Zero Gravity. Apparently the issue would also be fixed by PR#3747, but this PR should also fix similar issues.

Games that use partial updates might get slower with this, so some performance regression testing would be nice. Games like New Super Mario Bros, RS2, Zelda TP and Silent Hill. Testing with high graphics settings makes sense, since this would mostly end up in more work for the GPU.
2016-03-27 04:13:20 +02:00
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
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
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
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
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
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
38a5183eb4 Fix Android buildbot 2016-03-12 15:44:13 -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
Ryan Houdek
3ab7806e24 Workaround OS X video driver bug #24983074
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
2016-03-09 09:11:00 -06:00
Pierre Bourdon
a06eaabcdc Merge pull request #3721 from lioncash/net
NetPlayServer: Get rid of some explicit deallocations
2016-03-09 15:29:44 +01:00
Mathew Maidment
1c7f5b139d Merge pull request #3623 from rukai/dolphinQtAbout
DQt2: About Dialog
2016-03-09 03:16:40 -05:00
Ryan Houdek
baee7f0d15 Update to MaJoR1's latest on screen buttons 2016-03-08 20:27:03 -06:00
Lioncash
84b0a930da NetPlayServer: Get rid of some explicit deallocations 2016-03-08 19:31:36 -05:00
Pierre Bourdon
370e91d4c0 Merge pull request #3708 from ismail/miniupnpc-api-16
Fix build with MINIUPNPC_API_VERSION >= 16
2016-03-07 13:49:26 +01:00
degasus
ab44d2ec5c VideoSW: Drop SetTevReg for colors. 2016-03-06 11:05:49 +01:00
degasus
7a154181b4 VideoSW: Drop SetScissor().
Just access the global state directly.
2016-03-06 10:24:28 +01:00
degasus
8b0fd623e5 VideoSW: Drop SetViewOffset.
Just use the global state.
2016-03-06 10:22:44 +01:00
Ryan Houdek
40931f5030 Merge pull request #3690 from aserna3/bikeshedding_bait
[Config UI] add "normal speed" to speed limit 100%
2016-03-05 11:55:06 -05:00
degasus
54a4d68c9a JitArm64: implement dcbx 2016-03-05 00:29:38 +01:00
Ryan Houdek
8f75594de7 Merge pull request #3694 from degasus/arm
JitArm64: Small improvements.
2016-03-04 18:01:25 -05:00
Pierre Bourdon
3b6af8c7a5 Merge pull request #3691 from rukai/netplayWiiRemoval
Netplay Wii Remote Removal
2016-03-04 23:45:07 +01:00
degasus
9bf50fb93d JitArm64: Fix mulli.
mulli has no inst.OE
2016-03-04 22:51:47 +01:00
degasus
9ed465f4ac JitArm64: Implement mulhwx 2016-03-04 22:51:46 +01:00
degasus
889a0d396d JitArm64: Align farcode entry points to 16 bytes 2016-03-04 22:49:02 +01:00
degasus
eaa0e275db JitArm64: Use immediate WriteExceptionExit more often. 2016-03-04 22:49:01 +01:00
degasus
689205f0a4 JitArm64: small cleanup, no changes 2016-03-04 22:49:01 +01:00
Ryan Houdek
5b040ec67b Merge pull request #3704 from Tsunamical/arm
[Android] Remove CPUHelper Class
2016-03-04 16:47:37 -05:00
Tyler Dunn
309b0c53bf [Android] Remove CPUHelper class 2016-03-04 16:17:41 -05:00
degasus
7b017c6a65 JitArm64: Use a register as PC argument for the dispatcher. 2016-03-04 19:50:12 +01:00
degasus
050932ed23 JitArm64: Rename global registers. 2016-03-04 19:50:12 +01:00
degasus
57d76cefb0 JitArm64: Merge WriteExceptionExit. 2016-03-04 19:50:12 +01:00
degasus
55b9ce9b5b JitArm64: Store memory pointer once, not per block. 2016-03-04 19:50:12 +01:00
degasus
56c8f65bc2 JitArm64: Precheck for exceptions before calling PowerPC::CheckExceptions. 2016-03-04 19:50:12 +01:00
degasus
aea48c4591 JitArm64: Drop unused WriteExceptionExit. 2016-03-04 19:50:11 +01:00
degasus
c5b0dc98c2 JitArm64: Fix LWZ idle skipping. 2016-03-04 19:50:11 +01:00
Pierre Bourdon
c24c278ce9 Merge pull request #3709 from Sonicadvance1/mesa_intel_geometry_shaders
Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2
2016-03-04 18:02:26 +01:00
Ryan Houdek
ff0aac82b5 Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2 2016-03-04 10:45:13 -06:00
İsmail Dönmez
20f8b471a8 Fix build with MINIUPNPC_API_VERSION >= 16
miniupnp commit c4991916e5c12a7754e935e71a5313e75af6aeb9 introduced a
4th statusCode parameter to miniwget function. This parameter is set
to a value returned by the UPnP device. We have to check if it's set
to 200 to make sure the result is a success. Also, we now have to check
if descXML is set in the error case and free it.
2016-03-04 10:59:57 +02:00
Ryan Houdek
e60f0b3cf0 Merge pull request #3551 from RisingFog/videodump_proper_delay
Properly Handle Video Dumping from Power On
2016-03-03 10:38:36 -05:00
Ryan Houdek
b57cb30c41 [Android] Make sure the file extension check isn't case sensitive 2016-03-03 08:29:51 -06:00
Anthony Serna
8ba9839161 [Config UI] add "normal speed" to speed limit 100% 2016-03-02 19:51:05 -06:00
Pierre Bourdon
265c6408d6 Merge pull request #3686 from Armada651/revert-3578
Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
2016-03-03 02:03:03 +01:00
Pierre Bourdon
f752c6e704 Merge pull request #3589 from mathieui/gcadapter-recording
Fix recording a movie with the GC Adapter
2016-03-03 02:02:29 +01:00
degasus
1544e4049d CustomTextures: Fix loading of the last mipmaps.
Non-square textures still have mipmaps down to 1x1.
2016-03-02 23:25:04 +01:00
Mathew Maidment
a64dd3659a Merge pull request #3634 from spxtr/DQt22
Stop parenting RenderWidget.
2016-03-02 16:51:37 -05:00
Mathew Maidment
c2802f96a6 Merge pull request #3655 from jcowgill/spelling-fixes
Fix some very minor spelling mistakes
2016-03-02 14:04:05 -05:00
Pierre Bourdon
643cf4553f Merge pull request #3692 from EmptyChaos/d3d12-static
D3D12: Fix uninitialized variable in SetSamplerState
2016-03-02 15:52:44 +01:00
Rukai
1b65adcd56 Fully remove wii remote netplay UI code and remove reference to WiimoteReal in NetPlayClient.cpp 2016-03-02 21:02:15 +11:00
Mathew Maidment
3a47845226 Merge pull request #3675 from rohit-n/build-pch
Fix building with PCH disabled.
2016-03-01 18:22:53 -05:00
Dolphin Bot
ab50dd1926 Merge pull request #3667 from RisingFog/fix_savestates
Fix savestates if a device is changed after a savestate is made
2016-03-01 15:35:09 +01:00
Ryan Houdek
36b476ed76 Merge pull request #3683 from Sonicadvance1/aarch64_fix_fcmp
[AArch64] Fix fcmp.
2016-03-01 09:29:56 -05:00
Ryan Houdek
344a4ddc9b Merge pull request #3685 from degasus/arm
JitArm64: Optimize addi
2016-03-01 09:29:42 -05:00
Chris Burgener
7991605ad9 Fix savestates if a device is changed after a savestate is made 2016-03-01 09:28:04 -05:00
EmptyChaos
cc36dec9b5 D3D12: Cleanup DX12::Renderer::SetSamplerState
Remove uninitialized non-static variable. Replace test to avoid unnecessary state changes with a simpler one.
2016-03-01 23:55:19 +11:00
degasus
64f9941595 EGL: Also check for higher GL versions.
Seems like NVidia just ignores the forward compatible flag.
Additionally, they neither enable any extension which was designed later...
So either compatible profile, or a huge list of core profiles....
2016-03-01 07:55:57 +01:00
Ryan Houdek
a8c37e5d6b Remove two more asserts in VertexShaderGen.
As confirmed by a hardware test if we are using the texgen type of COLOR_STRGBC0/STRGBC1 then it sets the texture coordinates to those values
regardless of what the input form or source row is.

Thanks to Ornox for testing again
2016-02-29 16:45:51 -06:00
Ryan Houdek
92e9382e61 Confirm with hardware test that the high bit of the input form is ignored.
Thanks to Ornox for testing
2016-02-29 16:45:51 -06:00
Ryan Houdek
e1d36f91fc Fix a few asserts in the VertexShaderGen.
Removes a couple asserts in the vertex shader gen when dealing with the input form.
Typically input form ABC1 is used, so it'll pull in the first three elements and always set the fourth to 1.0
The other input form available is AB11, which sets the last two components to 1.0 (Theoretically).
No titles actually use this input form that we know of except for Project M, but it can have some fairly drastic visual differences.

Confirmed correct by hardware test
2016-02-29 16:43:44 -06:00
Pierre Bourdon
8e1aff34df Merge pull request #3682 from Alcaro/master
Run pngout and zopflipng on every single PNG in this repo.
2016-02-29 17:27:29 +01:00
Alcaro
da68dfc2f4 Use optipng too. 2016-02-29 17:08:18 +01:00
Pierre Bourdon
392051bd69 Merge pull request #3679 from JosJuice/seek-log-sign
DVDInterface: Log seek offsets with a more intuitive sign
2016-02-29 16:49:39 +01:00
Pierre Bourdon
07ff8379ba Merge pull request #3647 from stenzek/d3d12-fences
D3D12: Multiple fixes (texture cache, fences, MSAA, CPU EFB access)
2016-02-29 16:49:03 +01:00
Ryan Houdek
c82feb6c08 Merge pull request #3626 from Sonicadvance1/more_robust_gcadapter
Improve stability of the Wii U Gamecube Controller adapter under Android.
2016-02-29 09:54:01 -05:00
degasus
e2725792d4 JitArm64: Optimize addi 2016-02-29 08:39:24 +01:00
degasus
4478146c80 JitArm64: Split addi from arith_imm.
They ARM assembly has different immediate versions for logic and additions, so there is no use in merging those instructions.
2016-02-29 08:39:14 +01:00
Chris Burgener
b1c8198cec Move SetData logic to within SysConf.cpp 2016-02-28 19:42:15 -05:00
Jules Blok
6d1628eda4 Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
This reverts commit e2a1a085b6, reversing
changes made to 2aea549eef.
2016-02-29 00:55:51 +01:00
Pierre Bourdon
961901daae Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Ryan Houdek
abaa8fc24d [AArch64] Fix fcmp.
Fixes Luigi's head vanishing. Was due to a mishandling of nans.
Confirmed fixed by hardware test.
2016-02-28 13:15:47 -06:00
Stenzek
0a96e2f531 D3D11: Fix texture dumping, for both single and multi-mip textures 2016-02-28 17:24:47 +10:00
Stenzek
c793459b88 D3D12: Fixed issue where EFB copies could end up corrupted after reset
Also prevents previously-released textures from ending up in a descriptor
table.
2016-02-28 17:24:46 +10:00
Stenzek
74275bdfe3 D3D12: Don't keep screenshot/encoder buffers mapped
Readback heaps do not support persistent mapping. See D3D12 docs.
2016-02-28 17:24:09 +10:00
Stenzek
c4d79d6db3 D3D12: Add helper method for setting both viewport and scissor rect
Simplfies making changes, as well as keeping the two in sync.
2016-02-28 17:18:46 +10:00
Stenzek
13e143de38 D3D12: Optionally prevent StreamBuffer from executing command list
This applies to callers that do not have full knowledge of the command
list state, and thus, cannot restore it should allocations cause command
list execution. Instead we reallocate a new buffer. Should not happen
often enough for this to be a concern, as it's mainly for the utility
classes.
2016-02-28 17:18:46 +10:00
Stenzek
04257029e0 D3D12: Don't enumerate outputs, it's not used anywhere
The D3D12 backend does not support exclusive fullscreen.
2016-02-28 17:18:45 +10:00
Stenzek
9efe66509d D3D12: Fix crash/errors when switching MSAA modes while running 2016-02-28 17:18:44 +10:00
Stenzek
1d909ec7a4 D3D12: Implement non-blocking EFB access when EFB has not been modified 2016-02-28 17:18:43 +10:00
Stenzek
6bbf836ea9 D3D12: Simplify and fix MSAA EFB depth copy path 2016-02-28 17:18:43 +10:00