Commit Graph

16232 Commits

Author SHA1 Message Date
Ryan Houdek
0666c0750b [AArch64] Implement fdivx/fdivsx/mfcr/mtcrf.
Gets the povray bench to better times than the Wii.
2015-08-24 15:32:19 -05:00
Ryan Houdek
d96be9250c Merge pull request #2899 from Sonicadvance1/aarch64_fctiwzx
[AArch64] Implement fctiwzx
2015-08-24 13:22:27 -05:00
Ryan Houdek
cd03b8baf6 Merge pull request #2895 from Sonicadvance1/qualcomm_workaround_gles31
Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
2015-08-24 13:22:12 -05:00
degasus
0d92c8fb89 Jit64: Optimize dcbx 2015-08-24 18:33:23 +02:00
Tillmann Karras
ac84d6d0fa Jit64: some cache flush changes
- dynamically allocate third scratch register instead of forcing ECX
- use LEA as 3 operand add if possible
- use BT,JC instead of SHR,TEST,JNZ
- merge MOV,TEST
- use appropriate ABI function (no asm change)
2015-08-24 18:33:23 +02:00
degasus
6f34b27323 Jit64: implement dcbf + dcbi 2015-08-24 18:33:19 +02:00
Markus Wick
0ad6fa8f62 Merge pull request #2903 from lioncash/cast
Memmap: Remove pointer casts
2015-08-24 15:42:56 +02:00
Lioncash
abd3b124be Memmap: Remove pointer casts 2015-08-24 09:07:09 -04:00
Tillmann Karras
33eefc2d86 Jit64: quickfix for mtfsfx 2015-08-24 12:12:31 +02:00
Ryan Houdek
d3176fe22a [AArch64] Implement stfiwx
Improves povray performance by ~4%
2015-08-24 01:10:55 -05:00
Ryan Houdek
80fa9af9b1 Merge pull request #2898 from degasus/linking
JitArm64: Faster linking of continuous blocks
2015-08-23 18:09:02 -05:00
degasus
7320d519b4 JitArm64: Implement srwx 2015-08-23 23:29:48 +02:00
degasus
4722a69fd0 JitArm64: Implement divwux 2015-08-23 23:29:18 +02:00
degasus
9e4366963c JitArm64: Implement subfic 2015-08-23 23:29:07 +02:00
degasus
95be17772f JitArm64: Implement addex 2015-08-23 23:29:02 +02:00
degasus
025e7c835a JitArm64: Implement subfcx 2015-08-23 23:28:28 +02:00
degasus
550a90e691 JitArm64: Implement subfex 2015-08-23 23:28:24 +02:00
Ryan Houdek
561744819e [AArch64] Implement fctiwzx
Improves the povray benchmark time by 5.6%
2015-08-23 15:35:18 -05:00
Ryan Houdek
4fa23abbe1 [AArch64] Implement MOVI and ORR(imm) in the NEON emitter. 2015-08-23 15:34:53 -05:00
aroulin
0a0e012fab x64Emitter: add RCPPS and RCPSS SSE instructions 2015-08-23 16:59:27 +02:00
degasus
77a6798094 JitArm64: Faster linking of continuous blocks 2015-08-23 14:44:23 +02:00
Markus Wick
73067b1ef1 Merge pull request #2888 from degasus/jit64
Jit64: Faster linking of continuous blocks
2015-08-23 13:24:15 +02:00
Lioncash
2a1abf8dd6 Merge pull request #2896 from lioncash/using
Core: Minor CPU core typedef cleanup
2015-08-22 19:00:23 -04:00
Ryan Houdek
cc3fb7e7b4 Merge pull request #2883 from degasus/master
Profiler: Sort output by total time
2015-08-22 17:52:54 -05:00
Markus Wick
8b881a6c34 Merge pull request #2891 from Sonicadvance1/aarch64_implement_crxxx
[AArch64] Implement the cr instructions
2015-08-23 00:44:47 +02:00
Lioncash
fdafa5d063 Core: Move includes out of instruction table headers
These aren't necessary (and cause unnecessary indirect inclusions).
2015-08-22 14:15:02 -04:00
Lioncash
a248a4d2ce Jit64/JitIL: Relocate instruction typedefs 2015-08-22 14:15:00 -04:00
Lioncash
c56717e058 Core: Shorten the _interpreterInstruction typedef
The class itself already acts as a namespace trailer, so '_interpreter'
isn't necessary. This also gets rid of a duplicate typedef in the
Interpreter_Tables.
2015-08-22 14:14:49 -04:00
Ryan Houdek
b4e4a4cef4 Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
2015-08-22 09:12:19 -05:00
Markus Wick
a39c0910c4 Merge pull request #2893 from Sonicadvance1/aarch64_memory_base_register
[AArch64] Use a register as a constant for the memory base.
2015-08-22 15:41:57 +02:00
Ryan Houdek
dba579c52f [AArch64] Use a register as a constant for the memory base.
Removes a /lot/ of redundant movk operations in fastmem loadstores.
Improves performance of the povray bench by ~5%
2015-08-22 08:36:34 -05:00
Markus Wick
3f5ff98c1b Merge pull request #2890 from lioncash/ptr
x64Emitter: Remove pointer casts from Write{8,16,32,64} functions
2015-08-22 10:09:28 +02:00
Markus Wick
2d505bc2a6 Merge pull request #2894 from Sonicadvance1/no_more_eaten_canary
Fix the shader overrunning our max shader size.
2015-08-22 10:08:14 +02:00
Markus Wick
c2f38f1d16 Merge pull request #2892 from Sonicadvance1/aarch64_frsp
[AArch64] Implement frspx
2015-08-22 09:44:14 +02:00
Ryan Houdek
3242e1a617 Fix the shader overrunning our max shader size.
The Star Wars games really push the hardware to its limits, which can cause the shaders that are produced to be 18kb or more.
Double our maximum shader size to compensate.
Fixes issue #8860
2015-08-22 01:01:03 -05:00
Ryan Houdek
ce32b76be3 [AArch64] Implement frspx
Improves performance in povray bench by 2%
2015-08-22 00:35:30 -05:00
Ryan Houdek
d74eb0ea58 [AArch64] Fix the bugs in the cr instructions
Makes it a bit more efficient in the process.
2015-08-21 23:24:29 -05:00
degasus
e9ade0abe1 JitArm64: implement crXXX 2015-08-21 20:49:08 -05:00
Lioncash
a69755d9ee x64Emitter: Remove pointer casts from Write{8,16,32,64} functions
This also silences quite a few ubsan asserts from firing when the emitter is being used.
2015-08-21 18:09:48 -04:00
flacs
95d958c03d Merge pull request #2889 from lioncash/interp
Interpreter: Use std::isnan instead of IsNAN
2015-08-21 21:43:08 +02:00
Lioncash
caec42135d MathUtil: Remove IsNAN and IsINF
These aren't necessary, since the stdlib provides equivalents.
2015-08-21 15:05:43 -04:00
flacs
bb7f3d1822 Merge pull request #2867 from Tilka/mtspr_hid0
Jit64: implement HID0 case of mtspr
2015-08-21 21:04:35 +02:00
flacs
01aea965ba Merge pull request #2864 from Tilka/fpscr
Jit64: implement FPSCR related instructions
2015-08-21 21:04:20 +02:00
Lioncash
18d658df1f Interpreter_FloatingPoint: Use std::isnan instead of IsNAN
Same thing, except one is part of the stdlib.
2015-08-21 15:04:03 -04:00
degasus
78aa01e06e Jit64: Faster linking of continuous blocks
We compile the blocks as they are executed, so it's common
to link them continuously. We end with calling JMP after every
block, but often just with a distance of 0.
So just emitting NOPs instead also "calls" the next block, but
easier for the CPU.
2015-08-21 17:41:53 +02:00
Markus Wick
c325c310d6 Merge pull request #2884 from lioncash/emitter
x64Emitter: Minor cleanup
2015-08-21 13:03:51 +02:00
Ryan Houdek
5f628749ff Merge pull request #2886 from Sonicadvance1/aarch64_faster_lfd
[AArch64] Optimize lfd instructions if possible.
2015-08-21 05:38:53 -05:00
Ryan Houdek
df53b37253 [AArch64] Optimize lfd instructions if possible.
If we are going to be using lfd, then chances are it is going to be used in double heavy areas of code.
If we only need to load the lower register, then we should also not worry about having to insert in to the low 64bits of the guest register.
So add a new flag to the backpatching to handle lfd to directly to the destination register.
This gives ~3% performance improvement to Povray.
2015-08-21 04:31:54 -05:00
Markus Wick
4f45d71840 Merge pull request #2760 from Sonicadvance1/aarch64_fcmp
[AArch64] Implement fcmp{u,o}
2015-08-21 11:03:20 +02:00
Tillmann Karras
39ced2a2d7 AVIDump: fix -Wsign-compare warning
Cast the other side of the comparison to avoid a warning with newer
ffmpeg/libav versions (cb3591e69738c808d26ba15eb02414fedfcd91cc).
2015-08-21 10:26:35 +02:00
Markus Wick
6cb87a9227 Merge pull request #2837 from Sonicadvance1/aarch64_faster_nonpaired
[AArch64] Optimize cases when an FPR is only used for non-paired ops.
2015-08-21 09:51:45 +02:00
Jeffrey Pfau
65ee5a1d36 DolphinWX: Finish removing bandaid from 704f787 2015-08-20 22:39:24 -07:00
Ryan Houdek
7ce4c3138e [AArch64] Optimize cases when an FPR is only used for non-paired ops. 2015-08-20 23:36:29 -05:00
Lioncash
a59f00a5e4 x64Emitter: Remove unused code 2015-08-20 23:05:20 -04:00
Lioncash
b903921b14 x64Emitter: Make WriteModRM and WriteSIB private
These shouldn't be public.
2015-08-20 19:29:40 -04:00
degasus
17932935d9 Profiler: Sort output by total time 2015-08-20 11:50:43 +02:00
Lioncash
f481a306c2 Merge pull request #2882 from lioncash/namespace
Jit: Remove unnecessary namespace prefixes
2015-08-20 05:38:29 -04:00
Lioncash
95c57fcec1 Jit: Remove unnecessary namespace prefixes 2015-08-20 05:20:19 -04:00
Markus Wick
cb264df64c Merge pull request #2874 from barat/master
VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB
2015-08-20 11:08:42 +02:00
Lioncash
822cf2bcbf IniFile: Mark getter functions as const 2015-08-19 22:27:18 -04:00
Lioncash
9e9a293a85 Frame/TASInputDlg: Remove unused functions 2015-08-19 20:36:16 -04:00
Lioncash
5b86e7335f Merge pull request #2795 from ddcc/master
Fix some compilation warnings
2015-08-19 17:40:04 -04:00
Bartosz Telesiński
a52aaf22ba VideoCommon: Allow more Ram for HiresTexture if system memory is over 4GB 2015-08-19 23:13:09 +02:00
flacs
b0c9d73465 Merge pull request #2842 from Tilka/bmi2_flags
x64Emitter: don't check flags for most BMI2 ops
2015-08-19 21:38:09 +02:00
Dominic Chen
09714f86c3 Fix some compilation warnings 2015-08-19 11:07:54 -04:00
degasus
896a02b3a8 DSP HLE: Remove timing informations from ucodes
On HLE, we don't emulate the timings on HLE, so there is also no need
to setup periods callbacks.
2015-08-19 16:20:17 +02:00
degasus
7277eb0e6c AX-HLE: Call HLE on mailbox write
It was done on Update() which was called exactly every 5ms.
But the game is allowed to use the DSP more often, eg to generate 48kHz audio.
2015-08-19 16:19:06 +02:00
Markus Wick
bdbe723d6e Merge pull request #2870 from Sonicadvance1/GLInterface_Fix
Fix a memory leak in the EGL GLInterface.
2015-08-19 11:14:25 +02:00
Lioncash
291f857b0e Merge pull request #2859 from lioncash/netplay
NetPlay: Minor cleanup
2015-08-19 04:51:28 -04:00
Tillmann Karras
0f2c656687 Jit64: implement FPSCR related instructions 2015-08-18 18:12:32 +02:00
Ryan Houdek
3f1055de94 Fix a memory leak in the EGL GLInterface. 2015-08-18 08:26:45 -05:00
Tillmann Karras
415ad94dbe Interpreter: fix undefined bits of mffs
Lioncash tested this on hardware.
2015-08-18 15:07:14 +02:00
Lioncash
761e087e52 NetWindow: Remove translation marker from empty string 2015-08-17 21:56:52 -04:00
Lioncash
65adf76698 NetWindow: non-ugly way to check for window focus 2015-08-17 21:56:51 -04:00
Lioncash
2b4a249dea NetWindow: Replace old wx event binding types 2015-08-17 21:56:50 -04:00
Lioncash
ca0b9481ea ChangeGameDialog: Internally set the chosen game name
Passing in a reference to an empty string is unnecessary and
overcomplicates design.
2015-08-17 21:56:48 -04:00
Lioncash
af35f38491 NetWindow: Minor simplifications 2015-08-17 21:56:46 -04:00
Lioncash
11f3ded296 NetPlay: Return mapping arrays and player list vectors directly
Simplifies pad map dialog initialization
2015-08-17 21:56:25 -04:00
Ryan Houdek
4baaa3755e Merge pull request #2840 from zeroZshadow/master
Ignore all writes to BBA_TXFIFOCNT
2015-08-17 10:38:00 -05:00
Markus Wick
ff95fa8a6d Merge pull request #2861 from lioncash/param
VideoCommon: Remove unused parameters
2015-08-17 15:02:44 +02:00
Markus Wick
239ad678f1 Merge pull request #2855 from Armada651/revert-clamp
Revert "VideoCommon: Clamp integer conversions."
2015-08-17 15:01:27 +02:00
Tillmann Karras
1c78c7b864 Jit64: implement HID0 case of mtspr 2015-08-17 13:31:57 +02:00
Pierre Bourdon
58b4b7edea Merge pull request #2863 from Tilka/fallback
Jit64: load PC only once after fallbacks
2015-08-17 10:29:54 +02:00
Tillmann Karras
fbdc20ac37 Jit64: load PC only once after fallbacks 2015-08-17 06:05:10 +02:00
Tillmann Karras
c4a6612b01 PowerPC: fix typo in FPSCR comment 2015-08-17 06:03:11 +02:00
Tillmann Karras
a9447a8606 PowerPC: drop instructions not supported by GC/Wii 2015-08-17 06:03:11 +02:00
Lioncash
8e17c710f3 TextureConversionShader: Remove an unused parameter 2015-08-16 21:10:54 -04:00
Lioncash
0e41b973c7 VertexShaderManager: Remove unused parameter 2015-08-16 21:07:10 -04:00
Lioncash
a824f6a74c Debugger: Remove unused instance variables 2015-08-16 18:30:07 -04:00
Lioncash
c593bd226c Frame: Remove an unused enum and array 2015-08-16 18:24:58 -04:00
Lioncash
7aa76a84ef DolphinWX: Fix memory leaks occurring in ISOProperties
This would only occur for Wii discs. While the tree data itself would be deleted, the allocated contents of it were not.
2015-08-16 05:40:07 -04:00
Lioncash
b1af2a6bbc NetPlay: Use std::array for the pad mappings 2015-08-16 00:08:09 -04:00
Lioncash
e3ffb2dd16 NetPlayProto: Minor cleanup 2015-08-16 00:00:59 -04:00
Markus Wick
b8a35f6996 Merge pull request #2856 from mathieui/netplay-free
[netplay] Fix a crash
2015-08-15 23:13:18 +02:00
Markus Wick
b3045f9664 Merge pull request #2852 from aserna3/master
Changed GC adapter "Direct Connect" to false by default
2015-08-15 21:25:23 +02:00
Markus Wick
e60018abd4 Merge pull request #2854 from Tilka/valgrind
Fix some small stuff found with Valgrind
2015-08-15 20:52:12 +02:00
Ryan Houdek
909ab23df5 Merge pull request #2853 from degasus/arm
JitArm64: Fix jit clearing
2015-08-15 13:50:36 -05:00
Markus Wick
b5a5883792 Merge pull request #2851 from JosJuice/unknown-instruction
Restore old assert message for unknown instruction
2015-08-15 20:10:16 +02:00
Markus Wick
3469694b46 Merge pull request #2676 from Stevoisiak/SpellingCorrections
Minor spelling corrections
2015-08-15 18:36:56 +02:00
zeroZshadow
84764db3b2 Rewrite RecvStart error checking as suggested by shuffle2 2015-08-15 16:46:37 +02:00
Jules Blok
7e266b080f TextureCache: Remove redundant floor(). 2015-08-15 15:30:50 +02:00
mathieui
2420004af8 [Netplay] Always set a playerid
And don’t blindly dereference a pointer.
2015-08-15 15:12:20 +02:00
Jules Blok
b01ca1794a Revert "VideoCommon: Clamp integer conversions."
This reverts commit 0f2c72f0f8.
2015-08-15 13:50:43 +02:00
Tillmann Karras
b0cc02658b CachedInterpreter: avoid uninitialized value
(The CachedInterpreter backend does not support block linking yet.)
2015-08-15 13:01:26 +02:00
Tillmann Karras
b3ff66dc7a evdev: don't pass null path to the kernel 2015-08-15 12:51:34 +02:00
Tillmann Karras
0b73a9ed25 PulseAudio: fix small memleak 2015-08-15 12:51:11 +02:00
degasus
9bfff0d461 JitArm64: Fix jit clearing
We have to reset m_lastCacheFlushEnd on clearing.
2015-08-15 11:41:01 +02:00
Anthony Serna
b6da5490c1 Changed GC adapter "Direct Connect" to false by default 2015-08-15 02:09:47 -07:00
JosJuice
c49074742c Restore old assert message for unknown instruction
The assert(0) that was introduced in PR #2811 is not user friendly
since it has no explanation at all about what happened. Regular users
probably won't think of looking at the log to get more information.
2015-08-15 10:00:49 +02:00
flacs
e28fa1588f Merge pull request #2850 from Tilka/alloc_order
Jit64: clean up GetAllocationOrder()
2015-08-15 09:47:56 +02:00
Lioncash
70e91af405 Merge pull request #2834 from endrift/tasinputdlg-threading
DolphinWX: Ensure TASInputDlg only gets modified on the main thread
2015-08-15 02:45:13 -04:00
Tillmann Karras
dd5cc34951 Jit64: clean up GetAllocationOrder() 2015-08-15 07:25:14 +02:00
flacs
d8d62336b5 Merge pull request #2849 from lioncash/cond
JitInterface: Fix null checking in GetProfileResults
2015-08-15 00:59:19 +02:00
Lioncash
8db43501d5 JitInterface: Fix null checking in GetProfileResults
Technically a null pointer dereference can occur here.
2015-08-14 18:51:54 -04:00
Tillmann Karras
022286fb90 x64Emitter: don't check flags for most BMI2 ops
With the exception of BZHI, BMI2 instructions don't affect flags, so
don't check if they're locked.
2015-08-14 23:39:17 +02:00
Tillmann Karras
e5a2334744 Jit64: make use of ANDN again
This time, make sure not to use it with immediates.
2015-08-14 21:25:52 +02:00
Tillmann Karras
5e9fe4cd13 x64Emitter: check for immediates in BMI ops 2015-08-14 21:25:41 +02:00
Ryan Houdek
3bc5505272 Merge pull request #2814 from Sonicadvance1/aarch64_faster_fastmem
[AArch64] Banish slowmem operations to farcode.
2015-08-14 12:03:46 -05:00
Ryan Houdek
f76a30c9fd Merge pull request #2845 from degasus/arm
JitArm64: Implement dcbt
2015-08-14 12:03:25 -05:00
degasus
715802d5aa JitArm64: Move all pointers into the map
And cleanup all of the old code for sharing and generating this pointers.
2015-08-14 11:24:11 -05:00
degasus
878f919f63 JitArm64: Fastmem: fixup map & lookup 2015-08-14 11:24:03 -05:00
flacs
9ef349181e Revert "Jit64: use BMI1's ANDN for andcx" 2015-08-14 18:10:07 +02:00
Pierre Bourdon
86c28bfac6 Bump save state version. 2015-08-14 16:17:28 +02:00
Pierre Bourdon
2d5d203be8 ZeldaHLE: Add UCode version for Pikmin 1 PAL. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
18d0f15885 ZeldaHLE: Fix the AFC remaining samples logic on looping. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
9105a76eb1 ZeldaHLE: Comment on the differences between FSA/ZTP UCodes. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
fcbed7483d ZeldaHLE: Properly read remaining AFC samples when a whole frame is available. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
a602466e4f ZeldaHLE: Implement patterns 2/3 automatic regeneration. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
dd1cb88e9a ZeldaHLE: Add new UCode version for Pikmin 1/2 New Play Control 2015-08-14 16:01:35 +02:00
Pierre Bourdon
c6c0f69c6b ZeldaHLE: really fix the constant pattern variable step computation.
This time tested by comparing pattern indexes across LLE and HLE with the same
inputs. Matches on the 3-4 test cases I made.
2015-08-14 16:01:35 +02:00
Pierre Bourdon
fddb3f0d3c ZeldaHLE: fix the constant pattern variable step computation. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
090723167f ZeldaHLE: Implement constant patterns with variable step (sample source 0A). 2015-08-14 16:01:35 +02:00
Pierre Bourdon
fbe727b0bb ZeldaHLE: Support GBA crypto through command 0C. Reuses the pre-existing GBA crypto code from the separate UCode. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
0b1af50316 ZeldaHLE: Initial support for command 0C in both styles implemented by the light protocol. Logs, but doesn't crash anymore. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
32fcd8ec7c ZeldaHLE: Special case Cmd03 NOP handling to make it clear it shouldn't ever happen on light protocol UCodes. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
bbfa238657 ZeldaHLE: Document that the crashy commands are not actually crashy on light protocol, just never used. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
25430e7923 ZeldaHLE: Add a flag to disable Cmd0D on older UCodes.
Shouldn't really matter -- these NOP commands aren't really used, but since it
reads an argument it's probably better to explicitly NOP it for safety.
2015-08-14 16:01:34 +02:00
Pierre Bourdon
8526a4131c ZeldaHLE: Properly implement light command 03.
On at least one version (AC/Pikmin 1 NTSC) it doesn't even send a sync mail and
just reloops to the dispatcher.
2015-08-14 16:01:34 +02:00
Pierre Bourdon
7f7e036a02 ZeldaHLE: Add a missing game to the list of games to look at. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
cdb1022696 Zelda HLE: Add support for the ZTP Wii UCode. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
5f61ab3e21 Zelda HLE: Update the CRC to games mapping (documentation only). 2015-08-14 16:01:33 +02:00
Pierre Bourdon
addb5cb887 Zelda HLE: Support the per-frame sync protocol used by SMS.
Didn't test if SMS sounds right (travelling with no headphones \o/) but the
waveform looks ok and the mails are flowing as expected.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
89037781e0 Zelda HLE: Make the implementation less strict for recoverable errors.
It kind of sucks that we don't emulate some behaviors properly, but there is
very little ROI for some of these features and I'm not going to spend time
implementing them any time soon. Making the PanicAlerts optional allows for
more testing of the core features on more games while "just" breaking less
important features like reverb.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
837b8041c0 Zelda HLE: Only alert for mixing into back buffers for recent UCode versions.
On older versions there is no such concept of a "back buffer" since positional
audio is not supported. These buffers are just used for temp mixing, and while
it would be really nice if we could support more of that inter-buffer mixing
(TODO :) ) it does not warrant a PanicAlert at this time.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
840a4157b0 Zelda HLE: Properly implement LQ AFC decoding.
Typos and stupid mistakes + untested code = dirty Git history.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
82689677d9 Zelda HLE: Implement LQ AFC decoding (samples source 0005). 2015-08-14 16:01:33 +02:00
Pierre Bourdon
b3a327f02b Zelda HLE: Implement sample source 3.
"Square" wave at a 0.25 duty cycle (25% up 75% down).
2015-08-14 16:01:32 +02:00
Pierre Bourdon
3c2b22bc09 Zelda HLE: Add basic support for Luigi's Mansion.
Fails ingame because it mixes to some buffers that are considered the back
buffers for Dolby games. That check might need to be less restrictive for games
that don't use Dolby mixing.
2015-08-14 16:01:32 +02:00
Pierre Bourdon
a0c318454d Zelda HLE: Log the UCode version being used (CRC/flags).
Also tidy up the versions list a bit.
2015-08-14 16:01:32 +02:00
Pierre Bourdon
2e72c11025 Zelda HLE: Add support for the Pikmin 1 NTSC version of the UCode. 2015-08-14 16:01:32 +02:00
Pierre Bourdon
a8810e8778 Zelda HLE: Add support for the Zelda: FSA UCode. 2015-08-14 16:01:32 +02:00
Pierre Bourdon
01ab40fc6e Zelda HLE: NTSC IPL provides the volume stepping explicitly.
Support that through a new behavior flag. Now the only remaining known bug in
the NTSC IPL is the reverb not fading out.
2015-08-14 16:01:32 +02:00
Pierre Bourdon
43882f3e6e Zelda HLE: Handle the smaller VPBs used by the NTSC IPL.
Damn you, Nintendo.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
1807c113b5 Zelda HLE: Support both NTSC and PAL IPL.
Add a flag for UCodes that only have four non-Dolby mixing destinations
(instead of the standard six destinations).

NTSC IPL is still hopelessly broken.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
4ace79024d Zelda HLE: Add a missing mixing buffer used by GC IPL.
Not completely sure what it's used for yet, but TWW has references to it so
I'll get to it at some point.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
8c85a8c8d9 Zelda HLE: Fix reverb in the GC IPL.
Adds a missing destination buffer, and support post-filtering.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
13ea54628d Zelda HLE: Add support for the light protocol.
Used by a few titles (Luigi's Mansion, Animal Crossing) as well as the GameCube
IPL/BIOS.

Note that the IPL does not work yet because it mixes to unknown buffers.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
c033395e28 Zelda HLE: Introduce behavior flags to handle UCode version differences.
MAKE_DOLBY_LOUDER solves some of the volume issues that were happening in Zelda
Twilight Princess and SMG1.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
8b9b9f033a Zelda HLE: Fix and genericize PCM ARAM loading functions.
Now also handles PCM16, and works for longer sounds. SMG1 main menu outputs
some sensible audio now, though volume seems slightly off.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
0dc5a925b0 Zelda HLE: Add initial support for Wii DAC and SMG1.
SMG1 boots but quickly PanicAlerts due to an unimplemented sample source.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
ea1ac5f596 Zelda HLE: Add save state support.
Also fix an inconsistency in the spelling of "coeffs".
2015-08-14 16:01:30 +02:00
Pierre Bourdon
bfff0a72df Zelda HLE: Implement sample sources 4, 7, 11 and 12.
Just 4 different versions of the same sample source, using a different constant
pattern uploaded to the DSP during command 01.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
6c61ee6278 Zelda HLE: Initial support for Zelda Twilight Princess (GC)
Very close to the TWW version of the UCode, haven't determined any differences
yet (but I'm sure that will come soon). Works well enough to reach ingame
without any errors other than a few volume issues.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
b672788548 Zelda HLE: Skip command words that are not commands.
Zelda Twilight Princess (GC) seems to push null words into the command buffer.
The command handler in the UCode ignores initial command mails that do not have
the MSB set.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
9944731516 Zelda HLE: Add reverb emulation. 2015-08-14 16:01:29 +02:00
Pierre Bourdon
c58aece9ad Zelda HLE: Implement the PCM8 sample source.
Reorder some things in the source code to match the sample source definition
order. Add and remove some TODOs.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
58fd39d57a Zelda HLE: Value-initialize the std::arrays.
I was under the wrong impression that std::array's default constructor
performed value initialization. Turns out it does not, so an array of POD will
not be initialized.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
34341af17d Zelda HLE: Implement saw wave generation (sample source 0001).
Fixes issue 7961.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
91fade5e89 Zelda HLE: Properly implement the square wave generation.
Zelda TWW magic meter works properly now.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
63712e58fd Zelda HLE: Convert some ERROR_LOG to PanicAlert.
While these are not really unrecoverable errors, while Zelda HLE is in a
testing / development phase it is useful to notice these "unexpected" cases (or
expected without known ways to reproduce) by making them as hard as possible to
ignore.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
2bb3daf027 Zelda HLE: Implement square wave sample source.
Also fix Windows build.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
580fe12c5b Zelda HLE: Implement HQ AFC samples decoding. 2015-08-14 16:01:28 +02:00
Pierre Bourdon
33c29d8aab ZeldaHLE: fix windows build again 2015-08-14 16:01:28 +02:00
Pierre Bourdon
b62f1ed453 ZeldaHLE: fix windows build 2015-08-14 16:01:28 +02:00
Pierre Bourdon
e35b83fabf ZeldaHLE: Implement more infrastructure and one sample source.
Now renders some of the cutscene audio in Zelda TWW. Most of the work around
sample sources is in a good enough state, even though it is still missing
features like Dolby mixing, IIR, etc.
2015-08-14 16:01:28 +02:00
Pierre Bourdon
d9188f1245 Zelda HLE: Rewrite the control flow.
Now accurate control flow for DAC. Voice rendering is not implemented yet, but
framing seems correct. Not expected to work for anything than DAC UCode games.
2015-08-14 16:01:28 +02:00
Pierre Bourdon
d5e177d3f9 INIT UCode: reduce DSP initialization time
Push the mail at UCode boot time, not after the first update. This avoids a lot
of crazy busy-looping on the CPU side while waiting for the DSP to be
initialized.
2015-08-14 16:01:28 +02:00
Pierre Bourdon
a770cc0778 DSPHLE MailHandler: Synchronize reads and interrupts
This change is meant to solve the following problem: how to translate the
following snippet to DSPHLE:
    SendInterruptAndWaitRead(MAIL_A);
    SendAndWaitRead(MAIL_B);

    SendInterruptAndWaitRead(MAIL_C);

This should cause the following actions on the CPU side:
    ---> Woken up by interrupt
    Reads MAIL_A
    Reads MAIL_B
    <--- Exits interrupt handler

    ---> Woken up by interrupt
    Reads MAIL_C
    <---

But with the current DSPHLE mail support, the following would happen because
the "AndWaitRead" part is not supported:
    ---> Woken up by interrupt
    Reads MAIL_A
    Reads MAIL_B
    <--- Exits interrupt handler

    [Never gets the second interrupt since it was triggered at the same time as
    the first one! Misses MAIL_C.]

This changes fixes the issue by storing two values in the mail queue on the DSP
side: the value of the mail itself, and whether a read of that mail should
trigger a DSP interrupt. If nothing is in the queue yet and an interrupt is
requested, just trigger the interrupt. In the present example, the queue will
look like this:
    Mail value       Interrupt requested
     MAIL_A                  No           <-- Interrupt was triggered when
                                              pushing the mail to the queue.
     MAIL_B                  Yes
     MAIL_C                  No

When the CPU will read MAIL_B, this will cause MailHandler to trigger the
interrupt, which will be handled by the CPU when coming back from the exception
handler. MAIL_C is then successfully read.
2015-08-14 16:01:27 +02:00
Pierre Bourdon
8f3302419b ZeldaHLE: Rip out more code, only keep normal version support and one CRC 2015-08-14 15:21:08 +02:00
Pierre Bourdon
22ec258194 ZeldaHLE: Rip out the whole voice processing code. Still boots games, but no sound at all. 2015-08-14 15:20:29 +02:00
Pierre Bourdon
a92727e862 DSPHLE: Add a config parameter to dump UCode to disk 2015-08-14 15:19:57 +02:00
degasus
fc23380f6b JitArm64: Implement dcbt
This is a 1:1 copy&paste from Jit64.
2015-08-14 14:47:00 +02:00
Tillmann Karras
f9129c0e08 Jit64: use BMI1's ANDN for andcx 2015-08-14 05:51:31 +02:00
zeroZshadow
8925b828aa Ignore all writes to BBA_TXFIFOCNT 2015-08-13 22:45:29 +02:00
zeroZshadow
798365846d Improve TAP_Win32 error logging 2015-08-13 18:25:17 +02:00
degasus
4ef2962055 JitArm64: optimize addzex
So on the general case, we don't need a tempory register.
2015-08-13 13:40:53 +02:00
degasus
f7fa22a053 JitArm64: fix addzex
CMP don't update the carry flag, so we have to use an addition.
2015-08-13 13:36:21 +02:00
degasus
de3ce74b48 JitArm64: disable addzex 2015-08-13 12:22:48 +02:00
degasus
b9f5bfb2bd JitArm64: zero extend RC for cmpli
Patch written by HdkR
2015-08-13 12:22:48 +02:00
Markus Wick
4c5fec4772 Merge pull request #2838 from Sonicadvance1/fix_gles_xfb
[GLES] Fix real XFB.
2015-08-13 08:29:42 +02:00
Ryan Houdek
c80e3089c8 [GLES] Fix real XFB.
GLES doesn't support the BGRA texture format type, just use RGBA.
2015-08-12 17:32:05 -05:00
Lioncash
5aa5a100fa CheatSearchTab: Simplify functionality
With auto-updating lists, searching for the previous value isn't
necessary. Also, this breaks out specific functionality into their own
functions, which helps separate UI code from the data processing code.

	modified:   Source/Core/DolphinWX/Cheats/CheatSearchTab.h
2015-08-12 17:49:21 -04:00
Lioncash
00a4184893 CheatSearchTab: Make the search results list auto update address values 2015-08-12 17:49:20 -04:00
Ryan Houdek
1e024e7011 [AArch64] Implement fcmp{u,o} 2015-08-12 14:44:58 -05:00
Markus Wick
40818c4aad Merge pull request #2835 from degasus/master
Wiimotes: Initialize all atomic<bool> globally.
2015-08-12 21:14:04 +02:00
Ryan Houdek
bb39ba1f3a [AArch64] Banish slowmem operations to farcode.
This improves performance pretty much across the board for games.
The increase in performance is mainly from removing some code from the main JIT blocks of code (pushing and popping millions of registers) and
throwing them in farcode where it doesn't pollute the icache.
2015-08-12 13:57:09 -05:00
Ryan Houdek
d5c99a5b48 Add support for a CodeBlock holding a child.
This is required to make sure two code spaces are relatively close to one another.
In this case I need the AArch64 JIT codespace and its farcode space to be within 128MB of one another for branches.
2015-08-12 12:57:06 -05:00
shuffle2
90e05f7bea Merge pull request #2832 from zeroZshadow/master
Properly scan for OpenVPN TAP adapters
2015-08-12 10:56:50 -07:00
Rohit Nirmal
703892e845 Fix building with PCH disabled. 2015-08-12 12:01:17 -05:00
degasus
6b9eba5761 Wiimotes: Initialize all atomic<bool> globally.
This fixes an issue with broken real wiimotes on linux.
2015-08-12 18:39:38 +02:00