e0a5f7842e
Fix Mali-T604 shader compilation
2013-07-25 16:13:33 +00:00
672871b3be
Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
2013-07-25 05:44:20 +00:00
3f03588dec
Tas input works with bongos too.
2013-07-23 20:43:51 -04:00
ec148008d0
Clean up code for multiple GameCube Controllers
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Conflicts:
Source/Core/DolphinWX/Src/Frame.cpp
Source/Core/DolphinWX/Src/FrameTools.cpp
2013-07-23 20:35:33 -04:00
59d6df7046
Adds Support for multiple GameCube Controllers
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Conflicts:
Source/Core/DolphinWX/Src/Frame.cpp
2013-07-23 20:22:08 -04:00
8a4b6f3d73
Forgot this from the last commit.
2013-07-23 19:55:17 -04:00
9fdc7360cd
Fix L and R triggers with tas input.
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Partially copied from revision 1be844406c
, but allows < fully pressed, and without the typo.
2013-07-23 19:44:43 -04:00
09338c673c
FrameTools: Use the correct window handle for resizing the window
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We want to resize the OpenGL window, not the frame window.
2013-07-23 15:02:00 -04:00
0ba6d12e9d
fix a small uid awsome bug
2013-07-23 02:13:40 +02:00
a963c621dc
NetPlay: Sync across whether to save memcards or not
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There's no reason this shouldn't be synced other than laziness.
2013-07-22 07:29:15 -04:00
6d463d1b67
NetPlay: Allow building a server without a game
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This isn't hooked up in the UI yet, but it will allow us to
basically start the server and chat system without choosing
a game.
2013-07-22 07:29:15 -04:00
2631ec3cff
Core: Remove an unused var
2013-07-22 07:29:15 -04:00
15b8ac64ef
Implement zcomploc on OpenGL4.2+
2013-07-22 12:02:16 +02:00
f693488c8a
InputConfigDiag: Save the configuration when pressing "OK"
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This fixes a common UI complaint of the control dialog UI.
Also, don't close the dialog if we have an error with the expression.
2013-07-22 03:19:38 -04:00
bc17798ef2
InputConfigDiag: Add a simple error status label
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This tells you what you did wrong at a high level if you messed up.
2013-07-22 03:19:22 -04:00
3c7f223aa1
Add "Q" / "E" as freelook keybindings
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To move the view up and down.
2013-07-22 00:14:42 -04:00
52482115e1
Move in-game keybinding handling to a central location
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Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
e742b32c65
Drag and drop.
2013-07-21 22:25:26 -04:00
4981b7cdd3
VertexShaderManager: Make ProjectionHack private
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There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
481c081db3
Merge branch 'possibly-useful-netplay-changes'
2013-07-21 13:33:14 -04:00
82f7b20b91
There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders.
2013-07-21 12:00:20 +00:00
83a79c28ca
Continuation of the previous commit. I missed a integer.
2013-07-21 11:27:26 +00:00
6194234a54
Fix a issue in the texture conversion shaders that was multiplying an integer with a float.
2013-07-21 11:17:21 +00:00
fec641d14a
X11: Don't do a round-trip to the server to figure out our size on configure
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Simply use the values from the event structure.
2013-07-21 01:59:40 -04:00
01ff85506d
X11: Don't use a client event as a wrapper for XMoveResizeWindow
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Simply configure the window from here
2013-07-21 01:59:40 -04:00
ca97b10dda
Actually link to XI2
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No idea how this was working before
2013-07-21 01:59:40 -04:00
bd7ca7625b
Fix up last commit
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I forgot to git add this change.
2013-07-21 00:51:07 -04:00
fe2fe8b6cc
Clean up all the GetName methods for XInput2 controls.
2013-07-20 13:58:02 -08:00
9fbc5ff27c
Add X11 XInput2 input plugin, including MPX and with support for axis controls.
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Based on the original XLib plugin, and thus shares some of its warts.
2013-07-20 13:58:02 -08:00
41fe2e1466
Don't sync dual core setting in netplay.
2013-07-20 13:20:14 -04:00
96219df4fd
Allow non-SIDEVICE_GC_CONTROLLER controllers in netplay again.
2013-07-19 22:58:33 -04:00
e4767aec55
Sync some important settings with server during netplay.
2013-07-19 18:48:27 -04:00
919e54c695
Automatically connect the appropriate controllers for netplay.
2013-07-19 15:53:20 -04:00
0e1efd7d38
Poll the controllers with the same timing as movies for netplay. Might help prevent desyncs.
2013-07-19 15:01:04 -04:00
a3e289e802
[ARM] Reenable FMRX, it seems to work fine.
2013-07-17 04:29:17 -05:00
86826b28dc
[ARM] Implement LFD. Reorder VFP register allocation a bit.
2013-07-17 04:23:38 -05:00
dc66b3d474
Add Read_F32 and Read_F64 helper functions to MemmapFunctions.
2013-07-17 04:22:47 -05:00
5147e5167b
[ARM] Implement xorx
2013-07-17 02:34:20 -05:00
b30a697355
[ARM] Disable mfmsr. Implement stb and subfx.
2013-07-17 02:25:21 -05:00
5899013876
[ARM] Implement MFTB
2013-07-17 01:35:07 -05:00
fc6e06cb72
[ARM] Implement mfmsr
2013-07-17 01:25:06 -05:00
bab3032185
On ARM Hosts, increase the instruction run count to 64bit. 32bit is /very/ quickly overflown.
2013-07-16 22:20:18 -05:00
f4b414a9c1
Fix encoding issue with VADD(Integer)
2013-07-16 22:18:15 -05:00
9123f58bd5
Check for IDIVA/IDIVT correctly. Cortex-A5 parts would have had this set since it supports VFPv4 but not IDIVA. Qualcomm Krait/Krait 300 still doesn't report in the kernel that it supports this.
2013-07-16 01:22:25 -05:00
4c807fa7b4
Fix Device.h placement in VC++
2013-07-15 16:24:20 -04:00
737df2a68c
Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.
2013-07-13 17:24:23 -05:00
52cb398804
[Android] Actually push the library file to the correct location.
2013-07-13 10:32:23 -05:00
b64e882ba5
ExpressionParser: Parse fully qualified control names correctly
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Without clearing out the "accumulator" for the backtick parsing,
our control name was full of junk (the previous device name) causing
us to not correctly find the control.
Ensure that always we clear the "accumulator" string during backtick
parsing.
2013-07-12 13:26:09 -04:00
c52a583090
Removing reading of the emulated Wiimote state in the real Wiimote mode
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because
* the purpose of the emulated Wiimote state in the real Wiimote mode is to store the real Wiimote state rather than synchronise with an emulated Wiimote
2013-07-11 19:11:36 -04:00
a1822a3aca
fix AudioCommon::Mixer Buffer indices
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This fix the 1h32 audio bug which outputs static sound after 1h32.
The mixer is used for 32->48kHz resampling and as output buffer for the async audio backends.
So this buffer was indiced by a writing and a reading pointer and the count of samples in it.
As this is redundant and the sample count isn't accurate calculateable because of the interpolation,
both indices gets out of sync. So after some time (~92min), this buffer overflows and return only garbage.
thx @ moosehunter + delroth for debugging on this issue. You did the most work :-)
2013-07-11 21:22:38 +02:00