Commit Graph

35835 Commits

Author SHA1 Message Date
db5a78781f Merge pull request #9929 from Tilka/ax
DSPHLE: re-enable low-pass filter
2021-07-22 19:05:29 +02:00
484279f013 Merge pull request #9933 from Dentomologist/remove_stringutil_buildcompletefilename
StringUtil: Remove unused function BuildCompleteFilename
2021-07-22 19:05:07 +02:00
fdcea8566d JitArm64: Improve Arm64FPRCache::GetCallerSavedUsed
If we're only using the lower 64 bits of a callee-saved
register, GetCallerSavedUsed can return false for it.
2021-07-22 10:42:44 +02:00
674e2aa573 Merge pull request #9892 from JosJuice/jitarm64-flush-temp
JitArm64: Add temp reg parameter to Arm64RegCache::Flush
2021-07-22 10:03:04 +02:00
3ce5caf887 NetPlay: Split save and SD card write settings
This actually eliminates any setting pertaining to SD cards from the
NetPlay dialog, as it would effectively just be a duplicate of the
setting in the Wii pane, potentially causing confusion.

This also enables save data writing by default, as this is probably
what most players want, and should avoid them losing hours of progress
because they forgot to tick a checkbox.
2021-07-22 01:16:20 -04:00
f5e5e8553c StringUtil: Remove unused function BuildCompleteFilename 2021-07-21 12:39:00 -07:00
1df3456267 JitArm64: Remove a comment in dcbz implementation
This implementation is pretty efficient in my opinion. And "As
long as we aren't falling back to interpreter we're winning a lot"
applies to basically every instruction to some degree anyway.
2021-07-21 19:24:41 +02:00
d91d6fcdc5 JitArm64: Fix dcbz backpatch
The dcbz instruction needs to lock W30 so that the slowmem code will
push and pop it when calling into C++. Also, the slowmem code expects
that the address is present in W0, so replace the use of W0 as a scratch
register in the fastmem code with the now locked W30.
2021-07-21 19:19:52 +02:00
302b47f5e6 JitArm64: Add temp reg parameter to Arm64RegCache::Flush
We currently have a bug when calling Arm64GPRCache::Flush with
FlushMode::MaintainState, zero free host registers, and at least
one guest register containing an immediate. We end up grabbing
a temporary register from the register cache in order to be
able to write the immediate to memory, but grabbing a temporary
register when there are zero free registers causes the least
recently used register to be flushed in a way which does not
maintain the state of the register cache.

To get around this, require callers to pass in a temporary
register in the GPR MaintainState case. In other cases,
passing in a temporary register is not required but can help
avoid spilling a register (if the caller already had a
temporary register at hand anyway, which in particular will
be the case in my upcoming memcheck pull request).
2021-07-21 16:28:19 +02:00
0e41cf392f msbuild: reduce number of cl batches for mgba 2021-07-21 04:51:41 -07:00
d1beb9ef70 Merge pull request #7896 from CrystalGamma/pr-reserve
PowerPC: Move lwarx/stwcxd. reservation into PowerPCState
2021-07-21 12:39:42 +02:00
c991904e04 PowerPC: Add reservation monitor to save state 2021-07-21 12:14:07 +02:00
d763d693e8 PowerPC: Move lwarx/stwcxd. reservation into PowerPCState 2021-07-21 12:12:19 +02:00
462af20cdd Merge pull request #9920 from JMC47/popshadow
GameINI: Fix PoP:TT Shadows
2021-07-21 11:47:16 +02:00
bf36baa6b3 Merge pull request #9925 from JMC47/starsuccessorbox
GameINI:  Improve Rendering in Sin & Punishment: Star Successor
2021-07-21 11:46:13 +02:00
ae63c68b88 GameINI: Fix PoP:TT Shadows
At extreme angles, there is severe shadow zfighting with fast depth
disabled.  Enabling it causes it work on all backends without issue.
Verified in OpenGL, D3D11, D3D12, and Vulkan.
2021-07-21 05:42:08 -04:00
9a91b867ab Merge pull request #9912 from Pokechu22/memory-viewer-physical-mem2
Fix MEM2 in the memory viewer in physical mode
2021-07-21 11:37:15 +02:00
4472105210 GameINI: Improve Rendering in S&P:SS
Sin & Punishment: Star Successor has rendering issues in the upper left
part of the screen.  While we can't completely fix it, by disabling
Store EFB Copies to Texture only, we can make it from a missing box to
just a couple of lines being visible that make up the copy region.
2021-07-21 05:36:19 -04:00
43b5383b16 Merge pull request #9924 from JMC47/tombraiderlegendini
GameINI:  Fix water in Tomb Raider Legend
2021-07-21 11:29:08 +02:00
ae426a4323 Merge pull request #9926 from JMC47/happyfeet2ini
GameINI:  Fix Happy Feet 2 Text
2021-07-21 11:26:01 +02:00
3e73a4fced Merge pull request #9930 from JosJuice/netplay-designated-initializer
NetPlayClient: Remove a designated initializer
2021-07-21 10:45:34 +02:00
a3c8fb06c5 NetPlayClient: Remove a designated initializer
release-ubu-x64 currently fails with "sorry, unimplemented: non-trivial
designated initializers not supported". pr-ubu-x64 doesn't for some
reason, but we might as well remove the designated initializer.
2021-07-21 09:36:52 +02:00
b2d87c49b6 JitArm64: Implement mtfsb0x
Part 3 of implementing the FPSCR system register instructions.
2021-07-21 09:22:13 +02:00
46f7074bf7 Translation resources sync with Transifex 2021-07-21 09:19:20 +02:00
a1e806ed76 Merge pull request #9600 from Bonta0/mgba-pr
Full GBA Controllers Integration with mGBA
2021-07-21 02:36:43 -04:00
4a5c723114 DSPHLE: re-enable low-pass filter
Maybe this got fixed? Sonic Colors probably needs it for underwater audio.
2021-07-21 03:59:25 +01:00
fa9c43cfaa Software: Handle texture wrapping more accurately
This fixes various texture offsetting issues with negative texture coordinates (bringing the software renderer in line with the hardware renderers).  It also handles the invalid wrap mode accurately (as was done for the hardware renderers in the previous commit).  Lastly, it handles wrapping with non-power-of-2 texture sizes in a hardware-accurate way (which is somewhat broken looking, as games aren't supposed to use wrapping with non-power-of-2 sizes); this has not been done for the hardware renderers.
2021-07-20 19:23:23 -07:00
19332575aa WrapMode=3 behaves the same as Clamp 2021-07-20 19:23:23 -07:00
b515786c8d Merge pull request #9927 from OatmealDome/double-usbgecko
GeckoSockServer: Only join connectionThread if it is joinable
2021-07-20 22:18:33 -04:00
48bcd96526 GeckoSockServer: Only join connectionThread if it is joinable 2021-07-20 14:56:09 -04:00
e7dd3785be GameINI: Fix Happy Feet 2 text
Personally confirmed 2048 samples weren't enough.  Some text was still
missing.
2021-07-20 07:38:42 -04:00
948cd64567 GameINI: Fix water in Tomb Raider Legend
Disables Store EFB Copies to Texture Only.  As this game has a lot of
water, the water not rendering correctly provides a pretty significant
gameplay issue.
2021-07-20 06:36:11 -04:00
175878cad8 Merge pull request #9919 from JMC47/memcardsizes
INI: Fix Memcard detection in SSX Tricky and SpongeBob:CFtKK
2021-07-20 12:00:40 +02:00
2ec035441d Merge pull request #9915 from JMC47/mxsuperflyini
GameINI: MX Superfly - fix player textures
2021-07-20 12:00:12 +02:00
4614e82bf9 Merge pull request #9923 from JosJuice/psgen-gles-bbox
PixelShaderGen: Fix OpenGL ES bounding box compilation error
2021-07-20 05:54:13 -04:00
92fc4f1eca PixelShaderGen: Fix OpenGL ES bounding box compilation error 2021-07-20 11:39:32 +02:00
1e3ea8c468 Merge pull request #9922 from Techjar/graphics-drivers-suck
VideoCommon: Expand vector comparisons instead of overloading any()
2021-07-20 05:38:25 -04:00
5e0520b6e0 VideoCommon: Expand vector comparisons instead of overloading any()
For whatever stupid reason, Mali drivers do not allow overloading
built-in functions.
2021-07-20 05:24:47 -04:00
fa55e52fff Merge pull request #9917 from TheHarmonicRealm/master
Fix GBR and GRB post-processing effects
2021-07-20 09:38:14 +01:00
103120bb2d INI: Fix Memcard detection in SSX Tricky and SpongeBob:CFtKK 2021-07-19 22:50:20 -04:00
88cc20ffd0 Merge pull request #9918 from JMC47/IMGDDv35ini
INI Settings for Paper Mario: Thousand-Year Door Demo Disc
2021-07-19 22:01:50 -04:00
6ed201ca94 Merge pull request #9913 from Tilka/postprocess
PostProcessing: fix lens distortion shader for HLSL
2021-07-19 22:00:53 -04:00
d0b8f91d97 INI Settings for Paper Mario Demo
Interactive Demo Disc Version 35 comes with Paper Mario: The
Thousand-Year Door.  Note that D56J01 is a different game.
2021-07-19 18:55:05 -04:00
0be80bcb18 Fix swap_RGB_GRB.gls post-processing shader 2021-07-19 13:21:41 -07:00
ac32996d11 Fix swap_RGB_GBR.gls post-processing shader 2021-07-19 13:20:58 -07:00
c184569192 Merge pull request #9916 from Dentomologist/fileinfo_constructor_remove_duplication
FileUtil: Remove duplication in FileInfo constructor
2021-07-19 15:10:02 -04:00
fe670a3e68 FileUtil: Remove duplication in FileInfo constructor 2021-07-19 11:50:17 -07:00
79a50c7730 GameINI: MX Superfly - fix player textures
This game uses EFB copies to generate the outfit for your character in
career mode.
2021-07-19 13:01:50 -04:00
2344624b08 PostProcessing: fix lens distortion shader for HLSL 2021-07-18 22:49:36 +01:00
2d460b8e31 Fix MEM2 in the memory viewer in physical mode 2021-07-18 13:09:42 -07:00