4c40e70b8a
ogl: support glsl120
2013-04-08 14:50:58 +02:00
3897e1959e
ogl: one framebuffer per efb2tex texture
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suggestion from nvidia/valve. let's see if it helps
2013-04-08 14:36:58 +02:00
deece78e19
Seriously, someone kill me.
2013-04-08 03:11:45 -04:00
48f3e962d6
Kill me now.
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Fixes issue 6227.
2013-04-08 03:05:12 -04:00
3ed0a96367
Remove an extraneous comment indicator from DebuggerPanel.cpp in DolphinWX.
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Was asked to remove it, so... yeah.
2013-04-08 01:47:51 -04:00
1db10b139c
Remove all tab/space mismatches from the DolphinWX project (at least 99%. I promise!)
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Also fix up the dangling else's. Shit just looks incredibly ugly in terms of actual structure in the code.
I took the liberty of adding comments in FifoPlayerDlg.cpp, LogConfigWindow.cpp, LogWindow.cpp, and FrameAui.cpp to better explain some things.
If any comments are wrong, don't hesitate to complain.
2013-04-08 01:16:50 -04:00
5b2d9a7d9f
Rename the "Disable Dest. Alpha Pass" option to "Disable Destination Alpha" (GUI-only).
2013-04-07 21:41:25 +00:00
195336021f
Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
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See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.
See VertexShaderManager.cpp for a logging typo fix.
See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.
See SWVertexLoader.cpp for a typo fix of an assert message.
Should slightly improve the readability of some of those files.
2013-04-07 17:11:29 -04:00
42e97e462c
Look for wiimotes when "Continuous Scanning" is enabled even if a device using the MS stack is not found.
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Fixed issue 6215.
2013-04-07 14:21:20 -05:00
0ca7ea6c3f
D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)
2013-04-07 20:58:48 +02:00
8ce0d43717
Allow enabling memory card writes for netplay clients, instead of just the server.
2013-04-07 13:04:44 -04:00
c7abf7e8d2
Allow disabling memory card writes in netplay.
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Fixes issue 6217.
2013-04-07 12:18:07 -04:00
5f32febcf3
Apply re07a91930df0 to the software renderer.
2013-04-07 16:54:22 +02:00
b76c7cf4f3
Bumped up the LLE period to 12600 as it seemed to be a bit more stable.
2013-04-07 21:44:44 +10:00
52053f5d95
Forced an exception check after an interrupt is generated by the DSP. Changed the timing back to 3ms/5ms periods, fixing the slowdown and garbled AX audio.
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Fixed Accurate VBeam emulation when DSP HLE audio is being used.
2013-04-07 16:27:46 +10:00
53368823cb
Merge branch 'real-wiimote-minor-fixes'
2013-04-06 16:57:55 -05:00
8a2109691a
Quick fix to get Zelda: Wind Waker booting again.
2013-04-07 07:18:28 +10:00
ecb4337209
Made the timing consistent between DSP HLE and DSP LLE. Fixes Lost Kingdoms II in DSP HLE mode.
2013-04-06 20:26:43 +11:00
4d81e0739d
Use an enum for efb scale values.
2013-04-06 01:49:13 -04:00
c32e2f33ac
Fix IORead return off-by-one error in Windows real wiimote code.
2013-04-05 21:45:35 -05:00
3c8477df03
Real Wiimotes: Invalidate last data report when any non-data input reports comes in.
2013-04-05 21:10:36 -05:00
518e7a7635
Adjusted the ARAM DMA transfer size again. Fixes the audio in the Sonic Mega Collection games.
2013-04-06 11:52:00 +11:00
ee163d1e49
Someone take my commit rights away.
2013-04-05 17:26:56 -04:00
6a5a522bba
Hastily committing untested code without making sure i didn't miss anything first? I would never!
2013-04-05 17:20:34 -04:00
e531970052
Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.
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Fixes issue 6210.
2013-04-05 17:13:48 -04:00
3e8ba3f3e8
fix msaa detection
2013-04-05 07:08:32 +02:00
ceebed9268
Apply changes to Windows real wiimote code as suggested by bughunter2.
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Fixed issue 6071.
2013-04-04 21:46:00 -05:00
f8e52bd83a
Eliminate some redundant constants.
2013-04-04 19:46:42 -05:00
71f4bf25a7
Make FifoQueue take advantage of rvalue references to avoid std::vector copies.
2013-04-04 19:34:50 -05:00
99da297951
Fix minor issue with real wiimote data report handling.
2013-04-04 19:34:00 -05:00
a2ebb2b324
ogl: remove "Missing Extension" from osd
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I think it was the best place, but I can't see "this issue is because of ..." any more
2013-04-04 18:55:37 +02:00
d032f3fd79
Fix for the hang after close caused by my previews perf queries commit.
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Sorry for that.
fix issue 6205
2013-04-04 12:53:06 -03:00
e11f5630b1
OGL: use GLEW_ARB_debug_output in debug builds
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should also be used in normal build, but as our ubo "workaround" throws too much errors, it's disabled atm
2013-04-04 17:37:16 +02:00
a7c05dc922
Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp
2013-04-04 09:32:28 -04:00
aaf6c3b753
Forced the exception check when the ARAM DMA transfer is between 32 and 320 blocks in size. Fixes Lost Kingdoms II.
2013-04-04 22:38:39 +11:00
39965e894d
Add native fullscreen support for OS X.
2013-04-03 21:20:43 -07:00
9f8841e960
Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."
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This reverts commit 61c327ba8b
.
2013-04-03 21:17:09 -07:00
0c4713a152
ups missing file for my last commit sorry
2013-04-03 19:56:35 -03:00
c4bc20b4d9
Adds support for PE performance metrics in the D3D9 backend
2013-04-03 19:53:48 -03:00
d06379fc59
Fix 32bit Linux. GCC's lrotl/lrotr instrinsic functions are 32bit when building for 32bit, we require 64bit at all times, so keep using our own instead.
2013-04-03 12:43:17 -05:00
61c327ba8b
D3D11: Fix glitched polygon edges when MSAA is enabled.
2013-04-03 18:56:33 +02:00
181ac8c910
Gameini database cleanup of lle audio suggestions where it is not needed anymore. Fixes Issue 6138(Disney´s The Haunted Mansion) and updates Sonic mega collection ini.
2013-04-03 19:03:08 +03:00
b5676fe82b
Fix GCC 4.8 compiling. GCC 4.8 now defines _rotl/_rotr/_lrotl/_lrotr.
2013-04-03 10:52:26 -05:00
3fdc46877a
Make the GUI show a translated "No audio output" sound backend string.
2013-04-03 09:22:39 -05:00
1dd1ebb8bd
Fix ARM building.
2013-04-03 05:20:41 +00:00
c5a0104147
Pull updated translations from Transifex.
2013-04-02 18:16:41 -05:00
6371a6f15d
Fix some more strings for translation, and update the catalog.
2013-04-02 17:44:27 -05:00
92e82a4160
Suppress warnings.
2013-04-02 15:02:02 -05:00
27e08f66b5
Fix build on OS X
2013-04-02 21:15:04 +02:00
eb06c62a6e
Merge branch 'new-ax-hle'
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GC and Wii games using the AX UCode should now work almost perfectly with DSP
HLE. If you get any issue, make sure the "DSP on dedicated thread" option is
disabled, and try setting framelimit to "Audio".
As a side effect, DSP HLE should not desync anymore (making it usable in
netplay and TAS) with AX games.
Conflicts:
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
2013-04-02 21:00:44 +02:00