fa8a4cdbb5
Corrected names of GetXFBAddress* functions in header.
...
They were named incorrectly in VideoInterface.h, but because nobody used
them outside of VideoInterface.cpp where they were decleared until now, this
hasn't been an issue.
2013-08-20 23:25:24 +12:00
377202b9f6
Correctly check for AVX support in x64CPUDetect
...
It's not enough to check for the CPUID bit to know if AVX is supported since
AVX requires OS support (new set of registers == more registers to be saved
when context switching). If the OS does not support, the cpuid bit will still
be set but using YMM registers will cause an illegal exception fault.
2013-08-20 01:25:10 +02:00
814c1c9572
pixelShaderGen: also execute alpha test for always fail with late z test
...
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
ba3d3311bd
[ARM] If one requests a FPR to not preload but then later ask it to preload. Make sure to preload it at that time. Would have caused issues with having to make sure the non-preloaded regs were always grabbed last.
2013-08-19 18:13:08 +00:00
8094037104
[ARM] Add ps_sum0 and a disabled ps_madd.
2013-08-19 18:13:08 +00:00
42de733c41
[ARM] Disable floating loadstores as they cause problems. Reenable faddsx/fsubsx as it works with loadstores disabled.
2013-08-19 18:13:08 +00:00
1675f56f02
[ARM] Disable faddsx since it causes problems in crazy taxi.
2013-08-19 12:26:25 +00:00
b4baa4fdb9
[ARM] Add mullwx, mulhwux and half implemented srawix instructions. Change fsubsx/fmulsx slightly, still broken.
2013-08-19 06:26:34 +00:00
9bded1382c
[ARM] Add ASR/ASRS and UMULLS emitters.
2013-08-19 06:26:34 +00:00
7a41acd8ff
NetPlayServer: Remove unused code
...
GetPlayerList is always called on the client.
2013-08-18 21:38:32 -04:00
5c3dcc50bc
Add an INI option to not loop FIFO playback and stop emulation when it's done
2013-08-19 01:39:00 +02:00
9f4ca0e0a7
[ARM] JitASM miroops. No functionality change.
2013-08-18 17:45:04 +00:00
5782530b40
NetPlayProto: bump netplay version
...
Since the packet structure changed.
2013-08-18 09:10:15 -04:00
26242de914
Increases Gamecube pad polling rate during netplay to normal. Also re-add dualcore setting syncing to netplay, which I had erroneously removed.
2013-08-18 08:19:16 -04:00
ba76b016da
[Android] Fix Wii games.
2013-08-17 19:41:28 -05:00
7294fe5a3f
Change per instruction run counts to u64 on all platforms. JIT64 and JITIL runcount isn't implemented properly(and is disabled) so this doesn't effect them.
2013-08-18 00:15:47 +00:00
d6fe9c639b
Add an OSD message to remind the user if Shader Debugging is enabled
...
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
756bf93111
NetWindow: Move "Write memcards" checkbox to be host-only
...
The setting is propagated from the host, so the client checkbox would
be ignored anyway.
2013-08-16 21:42:38 -04:00
7934df3879
Remove a redundant check in the fifo.
2013-08-17 01:27:08 +00:00
08b27bb3b8
In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread.
2013-08-16 23:41:45 +00:00
1ba98550ef
VideoConfigDialog: Rephrase "Hacked Buffer Upload" and its description to something less technical.
2013-08-16 14:26:50 +00:00
89d324786a
Prevent stopping emulation before fully booting. This can sometimes cause dolphin to crash.
2013-08-16 10:04:08 -04:00
da560ecefc
On CoreParemeter member object creation make sure to set bEnableDebugging, bAutomaticStart, and bBootToPause to default values so they aren't unitialized. This caused a issue in particular on the Android builds where bBootToPause would cause the games to boot in to a paused state, effectively causing the application to need to be forced closed and reran multiple times in order to test anything.
2013-08-16 07:30:53 -05:00
367f294ed2
[Android] Make sure to unallocate the correct memory size in MemArena.
2013-08-16 04:55:43 -05:00
c3065ecb66
Fix compatibility with the SDL2.0 release.
...
SDL2.0 removed SDL_HAPTIC_SQUARE because of ABI issues (see comment #7 on issue
6491 by Ryan C. Gordon from the SDL project). It will be reintroduced again in
2.1, so keep the code and #ifdef it away.
2013-08-15 22:18:40 +02:00
c6d8d52041
Fix a warning introduced by the recent netplay UI changes
2013-08-15 15:05:20 +02:00
3380e47ca7
MemArena: Free memory for 64-bit machines
...
Make the logic here a lot simpler. Patch contributed by Google Code
user plbl4ster.
2013-08-14 20:34:15 -04:00
1826fce946
NetPlay: Make sure the server knows it's stopped when it's stopped
...
This is embarassing.
2013-08-14 18:36:09 -04:00
7622d5b354
Only call SetGenerationMode from BPWritten if the cull mode changed.
...
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
998194246c
NetPlay: Disable the "Start" button while the game is running
2013-08-14 18:16:07 -04:00
1c74e412e2
NetPlay: Remove the "Stop" button
...
Now that the host can simply close the window, there's no need for this extra control.
2013-08-14 18:16:06 -04:00
5241deaebe
NetPlay: Allow hosts to stop the game by closing the game window
2013-08-14 18:16:05 -04:00
92f8d79574
NetPlay: Set the pad buffer size on server creation
...
If we don't do this, then when the game starts we'll send out the
buffer size to clients being a super large value of junk, and they'll
hang forever trying to accumulate an input buffer a size that they'll
never ever reach in a million years.
This never manifested in release builds for some reason.
2013-08-14 18:15:28 -04:00
26f58e1ba5
Add an option to enable performance queries in gameini files, disable it by default
2013-08-14 23:16:46 +02:00
ffdd79df36
Move VideoBackendBase from Common to VideoCommon
2013-08-14 23:16:46 +02:00
0cd94b5bc7
VertexShaderGen: Cleanup.
2013-08-14 11:47:23 +00:00
a791733c27
Fix invalid C++ code (returning reference to local) - thanks devm33.
2013-08-13 14:47:32 -04:00
c05aa0141d
ShaderGen: Optimize out most function calls for uid generation.
2013-08-12 18:30:42 +02:00
fe2ca814c5
LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.
2013-08-12 18:30:42 +02:00
22d9736787
ShaderGen: Static inline everything.
2013-08-12 18:30:42 +02:00
69a5a79c03
PixelShaderGen: Optimize shader uid data order.
2013-08-12 18:30:42 +02:00
7a1940020d
VertexShaderGen: Optimize shader uid data order.
2013-08-12 18:30:41 +02:00
d0084cb41d
Main: Fix code that creates the BIOS subdirectories
...
We need to ensure that the file path ends with DIR_SEP, as
File::CreateFullPath is a very naive function.
2013-08-12 06:23:58 -04:00
4c22e1264e
PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
...
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
7f3c06de27
[ARM] Add a few instructions.
2013-08-12 02:52:56 +00:00
22b3c26654
Main: Create BIOS subdirs of GC userdir on load
...
So that users don't get confused about where to place the BIOS files
2013-08-11 14:33:26 -04:00
d0729983b0
Check for GC BIOS in userdir before sysdir
2013-08-11 14:13:45 -04:00
b5c2737c9f
IniFile: Don't parse comments after the [Section] brackets
...
This is non-standard behavior. We won't fail to parse, but we now
won't write them back out either.
2013-08-11 11:32:10 -04:00
0eaea5f4df
IniFile: Remove support for comments anywhere but the beginning of lines
...
The MS INI parser and most other INI parsing libraries APIs only support
comments at the beginning of lines. Right now, some Game INI files use sections
like:
[OnFrame]#Add memory patches here
But these section headers are parsed separately, so this should not break
them.
2013-08-11 11:30:52 -04:00
4ed8972c30
[ARM] Implement andx, andi_rc, and andis_rc.
2013-08-11 08:21:17 +00:00