degasus
9bf50fb93d
JitArm64: Fix mulli.
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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
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
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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
Ryan Houdek
e60f0b3cf0
Merge pull request #3551 from RisingFog/videodump_proper_delay
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Properly Handle Video Dumping from Power On
2016-03-03 10:38:36 -05:00
Pierre Bourdon
265c6408d6
Merge pull request #3686 from Armada651/revert-3578
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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
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Fix recording a movie with the GC Adapter
2016-03-03 02:02:29 +01:00
Mathew Maidment
a64dd3659a
Merge pull request #3634 from spxtr/DQt22
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Stop parenting RenderWidget.
2016-03-02 16:51:37 -05:00
Mathew Maidment
c2802f96a6
Merge pull request #3655 from jcowgill/spelling-fixes
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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
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D3D12: Fix uninitialized variable in SetSamplerState
2016-03-02 15:52:44 +01:00
Mathew Maidment
3a47845226
Merge pull request #3675 from rohit-n/build-pch
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Fix building with PCH disabled.
2016-03-01 18:22:53 -05:00
Dolphin Bot
ab50dd1926
Merge pull request #3667 from RisingFog/fix_savestates
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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
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[AArch64] Fix fcmp.
2016-03-01 09:29:56 -05:00
Ryan Houdek
344a4ddc9b
Merge pull request #3685 from degasus/arm
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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
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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.
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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
Pierre Bourdon
392051bd69
Merge pull request #3679 from JosJuice/seek-log-sign
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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
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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
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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.
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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
Jules Blok
6d1628eda4
Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
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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
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Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Ryan Houdek
abaa8fc24d
[AArch64] Fix fcmp.
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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
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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
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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
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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
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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
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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
Stenzek
649b94338e
D3D12: Cleanup/refactoring of teardown process
2016-02-28 17:18:42 +10:00
Stenzek
759b77474d
D3D12: Use std::thread for worker thread
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Using CreateThread can create issues if any CRT calls are made, as
thread-specific data may not be initialized. Additionally, TerminateThread
is not a good idea for similar reasons, and may not free CRT resources.
2016-02-28 17:18:41 +10:00
Stenzek
ffe0e326d2
D3D12: Use stream buffer for CD3DFont
2016-02-28 17:18:40 +10:00
Stenzek
5c1a708977
D3D12: Clean up debug device creation path
2016-02-28 17:18:39 +10:00
Stenzek
efbb85da43
D3D12: Improve robustness of command allocator and fence tracking
2016-02-28 17:18:39 +10:00
Stenzek
2f7870b046
D3D12: Don't add fence tracking entries without buffer offset changes
2016-02-28 17:18:38 +10:00