2d41f129cd
Merge pull request #3849 from Tsunamical/codecleanup
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[Android] Reduce code redundancy and catch a leak
2016-05-19 20:46:48 +12:00
4a0a92e95e
[Android] Bump gradle plugin to 2.1.0
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And fix deprecation warning in script
2016-05-18 22:31:54 -04:00
a5b72abf2c
[Android] Reduce code redundancy
2016-05-18 22:13:33 -04:00
937caea1c9
[Android] Drop commit() for apply()
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Apply is asynchronous, and we aren't expecting a return value so there
is no reason not to use apply.
2016-05-18 22:10:52 -04:00
a0b54f558e
[Android] Don't hardcode SD card path
2016-05-18 22:10:42 -04:00
6a870c2417
[Android] Fix possible leak of fileCursor
2016-05-18 22:10:29 -04:00
c04cff57da
GLExtensions: Fix OpenGL ES 3.2 handling.
2016-05-18 23:22:46 +02:00
22648729c7
Merge pull request #3832 from degasus/android
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DriverDetails: Update Qualcomm new driver version.
2016-05-18 21:26:45 +02:00
682af0a86a
Merge pull request #3846 from degasus/videosw
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VideoSW: Fix XFB config.
2016-05-18 20:14:55 +02:00
da3b03c61d
Merge pull request #3829 from phire/timing_madness
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Increase Audio DMA Interrupt delay to 200 cycles (Fix assorted Namco games)
2016-05-18 20:14:02 +02:00
3a452f3cc5
VideoSW: Fix XFB config.
2016-05-18 18:37:44 +02:00
fa3526962d
VideoSW: Drop Update in XFB copy.
2016-05-18 18:37:44 +02:00
ae5d6003cd
Merge pull request #3758 from phire/minor_core_timing_fix
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CoreTiming: Trim max slicelength to the given value.
2016-05-18 17:56:02 +02:00
e2d65778fc
Merge pull request #3816 from magumagu/neogamma-hack
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Add hack to IPCHLE to make NeoGamma work.
2016-05-18 17:49:58 +02:00
5a36b7db24
Merge pull request #3811 from magumagu/eslaunch-timing
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Fix timing regression affecting ES_LAUNCH.
2016-05-18 17:15:30 +02:00
60e7c78007
Merge pull request #3840 from degasus/arm
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JitArm64: Faster block linking.
2016-05-18 16:49:01 +02:00
dc3bbeb92f
Fix reading CISO files on Android
2016-05-17 14:20:59 +02:00
e5bafeb40a
Merge pull request #3821 from mathieui/gcadapter-no-device
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Fix a hang with the GC Adapter
2016-05-13 21:36:51 -04:00
637851fce0
JitArm64: optimize bclrx
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the unconditional path is the most common, so no need to switch to far code here.
2016-05-14 00:05:55 +02:00
b6f16352e4
JitArm64: Check downcount on block linking.
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This skips one B() call.
2016-05-14 00:04:58 +02:00
10e716c623
JitCommon: Pass jit block instead of host pointer on linking.
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So the JIT may do more fancy stuff.
2016-05-14 00:04:58 +02:00
cf3c65fbd0
JitArm64: Use B() instead of BR() to jumo to ASM.
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Avoid indirect jumps as good as possible. This is a noticeable speedup.
2016-05-14 00:04:58 +02:00
b2be9bd7f7
JitArm64: Inline JitAsm in JitArm64.
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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
8f0cbefbe5
Disable part of the adapter features for netplay
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In order to avoid desyncs
2016-05-12 23:31:51 +02:00
d9a8318879
Brings visual studio build files up to date with recent Qt changes
2016-05-13 01:18:57 +10:00
ec40b38484
Merge pull request #3571 from rukai/dolphinQtVisualStudio
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DolphinQt2 Builds on Visual Studio
2016-05-12 22:27:18 +12:00
356f709537
Merge pull request #3810 from mathieui/fix-adapter-recording-savestate
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Fix loading save states with input recording with the adapter
2016-05-12 20:53:04 +12:00
2a0ba5aaa6
Fix loading save states with input recording with the adapter
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Intended fix for issue #9508
2016-05-12 10:45:03 +02:00
8d23ebaa6b
Revert "Fix netplay desync when using wii-u adapter."
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This reverts commit 429ae8fb01
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Conflicts:
Source/Core/Core/HW/SI_DeviceGCAdapter.cpp
Source/Core/Core/HW/SI_DeviceGCAdapter.h
2016-05-12 02:01:35 +02:00
bca0e06a95
OGL: Use coherent mapping on Qualcomm devices.
2016-05-11 23:55:28 +02:00
7517d126c8
DriverDetails: Drop BUG_BROKENALPHATEST.
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This flag is not in use at all.
2016-05-11 21:22:09 +02:00
6219c39cf5
OGL: Drop QC ES3.1 workaround.
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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
48c0c2ace6
Merge pull request #3830 from Lionel07/qt-settings-window
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[Qt] Settings Window for Qt
2016-05-11 16:43:43 +12:00
321b775f02
[Qt] Settings Window for Qt
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AND Fix leftovers from full code, fixed styling and lint
2016-05-10 21:24:53 -07:00
670a1c2694
Merge pull request #3532 from rukai/enterOpenGame
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Qt - Enter key opens selected game in the game list.
2016-05-11 08:45:29 +12:00
3f012df6d5
Merge pull request #3615 from rukai/qtCrash
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DolphinQt2: Fix crash related to loading gameini
2016-05-11 08:40:00 +12:00
bb6a04dc8e
Merge pull request #3713 from stenzek/d3d12-more-fixes
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D3D12: Bug fixes, implement bbox, realxfb, perfquery
2016-05-10 21:34:27 +12:00
2c95cf0f5a
Increase Audio DMA Interrupt delay to 200 cycles.
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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
c299a6a8cc
Merge pull request #3801 from Helios747/the_30_minute_blocker_fix
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[UI] Remove browse toolbar button and tweak empty gamelist message
2016-05-08 17:24:40 -04:00
ccf9470241
D3D12: Specify read/write ranges when calling Map/Unmap
2016-05-08 23:18:59 +10:00
fde7dee652
D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
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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
9bff187547
D3D12: Cleanup startup/shutdown process
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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
4269abdc3e
D3D12: Implement perf query support
2016-05-08 23:18:57 +10:00
25d5da0ea3
D3D12: Remove D3D11 header references
2016-05-08 23:18:56 +10:00
6f3573dda8
D3D12: Implement XFB encoding/decoding (support Real XFB)
2016-05-08 23:18:51 +10:00
3372bfa6ab
D3D12: Remove feature level checks
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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
063761fbd2
D3D12: Don't add padding when allocating within empty StreamBuffer
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Resources are already aligned to an address larger than any of our
requirements, anyway.
2016-05-08 12:08:25 +10:00
0c27aae7d3
D3D12: Improve output of shader compiler errors
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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
acfa93372e
D3D12: Refactoring and cleanups
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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
7ec1fce741
D3D12: Fix error with >1xIR/MSAA EFB depth access
2016-05-08 12:08:25 +10:00