Commit Graph

10739 Commits

Author SHA1 Message Date
ba18f38e70 Merge branch 'master' into android-new-control-input-overlay
Conflicts:
	Source/Android/res/values-ja/strings.xml
	Source/Android/res/values/strings.xml
	Source/Android/src/org/dolphinemu/dolphinemu/AboutFragment.java
	Source/Android/src/org/dolphinemu/dolphinemu/emulation/EmulationActivity.java
	Source/Android/src/org/dolphinemu/dolphinemu/folderbrowser/FolderBrowser.java
	Source/Android/src/org/dolphinemu/dolphinemu/gamelist/GameListActivity.java
	Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
2013-11-24 16:12:00 -06:00
f292819ff5 [Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U 2013-11-24 15:49:23 -06:00
f6f2b1fc60 [Android-overlay] Support multiple gamepads with touch screen controls. 2013-11-24 15:04:53 -06:00
d410fe7c96 OpenGL: cleanup yuv2rgb (real xfb) workflow
We neither scale nor render from subimages, so we by using gl_Position, we don't have to generate _any_ vertices for this converting.

Also remove the glTexSubImage optimization as every driver does it when needed. But there are some workflows (eg on APU) where it's better to realloc this texture instead of a second memcpy or stall.
2013-11-24 15:56:50 +01:00
12741f6406 Add comments for anybody attempting accuracy improvements in the future. 2013-11-25 01:30:53 +13:00
b5bd2ba847 OpenGL: Enable filtering for EFB to Real XFB copies.
This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.

This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
2013-11-25 01:11:42 +13:00
6f73162df4 [ARM] Implement the Acid test in the JIT core. This test is currently broken in JIT64 since it uses cr instead of cr_fast. 2013-11-24 10:51:07 +00:00
e6b35642df Fix Desktop GLSL versions in the recent changes.
Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
2013-11-24 22:48:10 +13:00
531f840720 Fix OpenGL ES 3 in the recent changes. texelFetch doesn't require the lod argument in desktop GLSL versions, but in GLSL ES 3 it is a required argument. 2013-11-24 07:45:42 +00:00
994426b3dc Opengl: fix real XFB sample positions
(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
2013-11-24 05:39:40 +01:00
eef2cddfd7 Opengl: Fix opengl realxfb "macroblocking"/bluring issue.
YUYV textures should NEVER be interpolated/filtered in RGB colour space.
Use TexelFetch to always fetch an actual texture sample.

issue 6503
2013-11-24 17:15:11 +13:00
09f4439d0c VideoCommon: reorder cbufid in orderer. We've used once two times 2013-11-24 04:43:54 +01:00
7d58278b67 Merge branch 'efb2tex_alpha' 2013-11-24 04:02:38 +01:00
2bf7379a7f D3D: also fix MAX_COPY_BUFFERS
the D3D backend caches the colmat buffers. As we've created more different colmats, the maximum of this matrices must also be updated.
2013-11-24 04:00:12 +01:00
0a31255943 Unused arguments removed from XFBSource::Draw
Thanks neo.
2013-11-24 11:33:43 +13:00
43d1678fb2 Dynamically allocate color textures.
Saves ram when the video software backend isn't being used.
2013-11-24 00:52:17 +13:00
afe47ff847 Increase res of color texture to match PAL Super Smash Bros: Brawl
The pal version of SSBB has a 640x568 xfb, which is larger than the efb.
Increase the size of the static textures and put in some runtime checks
to prevent buffer overruns.
2013-11-24 00:15:08 +13:00
e720ea7837 Remove c++11 feature so VC2010 can be happy. 2013-11-23 23:44:05 +13:00
786e49ed48 Merge branch 'master' into videosoftware-xfb
Conflicts:
	Source/Core/VideoBackends/Software/Src/EfbCopy.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.h
	Source/Core/VideoBackends/Software/Src/SWVideoConfig.cpp
	Source/Core/VideoBackends/Software/Src/SWmain.cpp
2013-11-23 23:20:45 +13:00
999e085411 Fix a few typos. 2013-11-23 20:16:30 +13:00
01da9c4b71 Added a Bypass XFB option to Videosoftware's configuration.
This is useful for testing XFB vs no XFB in videosoftware, for
compatablity or visual comparasions.
2013-11-23 20:04:37 +13:00
a94940edd3 Videosoftware realxfb: Fixed a few bugs while testing Zelda: Collectors Edition
* Don't force a frame to be progressive if it's already progressive.
 * Don't assume the framebuffer will be 640 pixels wide
 * Remember to offset the Luma channel by 16.
2013-11-23 18:38:15 +13:00
672fa65ee7 OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games. 2013-11-22 18:09:52 +01:00
efeb0096c9 Changed the DSP ROM warning from a panic alert to an on-screen message. 2013-11-22 14:55:25 +11:00
b0a83c9aaa VideoCommon: don't read alpha from efb which don't have alpha
This fixes issue 6788
2013-11-22 04:50:33 +01:00
ea9ac07ec9 Merge branch 'master' into jit_exit_addresses 2013-11-21 21:17:58 -06:00
ff91789773 Jit64: really fix fmrx regression
This is more tricky than I thought!
2013-11-21 05:31:55 +01:00
011fe86d01 jit64: add regcache option IsBound
Lots of x86 instructions are different on memory vs registers.
So to generate code, we often have to check if a ppc register is already bound to a x86 register.
2013-11-21 05:16:58 +01:00
286b6110f1 Revert "Handle BP mask register better to avoid useless BP writes (causing flushes)"
This reverts commit 954be9e2d9.

Fixes issue 6826.
2013-11-20 22:53:10 +01:00
bcefa880e4 Jit64: fix fmrx regression
Revision ddaf29e039 introduced a register
corruption bug (#6825). Since fmrx/MOVSD only modifies ps0 but we save
both ps0 and ps1 in one xmm register, not loading the previous value
when binding to a x64 register trashed ps1.

But hey, a good opportunity to shave off one more instruction ;)
2013-11-20 21:30:49 +01:00
42f8562e5c [Android] Basic Wiimote binding settings now implemented. 2013-11-19 19:28:10 -05:00
7e544d8996 [Android] Basic UI functionality for enabling/disabling aforementioned Gamecube controllers. 2013-11-19 16:14:40 -05:00
53ab104d5f [Android] Expand the input binding UI in the settings to handle 4 Gamecube controllers in the future.
Other changes:

 - Broke out MotionAlertDialog into it's own separate class.
 - Made a preference specifically for handling input bindings.
2013-11-19 15:53:30 -05:00
ae11fba069 [Android] Make joysticks less dumb from a configuration standpoint. 2013-11-18 14:48:08 -06:00
4f13f6ecaa "warning fixes" commit introduced warnings; fix them. (And I refuse to use PRI macros.) 2013-11-18 14:34:21 -05:00
b863e40677 Merge branch 'ppc_fp' 2013-11-18 19:31:09 +01:00
e805bf6068 Only add real HID devices to HID list. 2013-11-17 21:14:22 +13:00
b372f97675 Imagewrite.cpp had same problem.
I hate windows :(
2013-11-17 11:30:05 +13:00
f4a1f183b9 std::string can't be passed to ... format. 2013-11-17 11:28:11 +13:00
ea3990a41b Don't pass char* to std::string.
Windows was fine with this :(
2013-11-17 11:25:12 +13:00
33d8166620 Use IOFile for TextureToPng to support non-ascii
Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
cce869ae01 [Core] Fix a mismatched dealloc in Render.cpp in the OGL backend. Should be delete[] 2013-11-16 17:05:51 -05:00
c46aabc853 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2013-11-16 16:53:22 -05:00
4a9c8e6f55 Change software rasterizer screenshot code due to change in api just now. 2013-11-16 15:37:40 -06:00
71d70d896f Api was too confusing for people. 2013-11-17 10:34:34 +13:00
ee32c8b4e9 [Android] Remove accidental fragment tag in GameListActivity (it was useless, since it's an empty string) 2013-11-16 15:17:37 -05:00
2025f00f88 Woops, vim copy and paste issue with a double include. 2013-11-16 09:41:01 -06:00
11a156615f [Android] Like the previous commit (but for the GameListFragment), don't constantly create a new adapter when filling the game list. 2013-11-16 05:30:58 -05:00
d98664b053 [Android] Simplify the FolderBrowserAdapter a little, as well as the Fill method within FolderBrowser.java. Previously the fill method would create an entire new adapter and assign it to the backing ListView. This is pretty unnecessary, so what it now does is, when the function is called, it clears out the adapter, then simply fills it in again with the new directory's contents. Simple, and doesn't require a reference to the actual ListView to be used. 2013-11-16 04:36:22 -05:00
c8ddc70c97 [Android] Simplify the AboutFragment view inflating. Considering the backing layout is a direct ListView, the original rootView can just be casted to a ListView, no need for an intermediate. 2013-11-16 04:09:30 -05:00