Commit Graph

6896 Commits

Author SHA1 Message Date
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
42aef24d78 [ARM] IMM support for all integer instructions that call ComputeRC. Small FPS gains everywhere. 2013-08-11 07:41:23 +00:00
ef83d03dc0 [ARM] Fix ori again. 2013-08-11 05:07:20 +00:00
a279001472 Remove "-0" from stable version numbers in a more foolproof manner for vs and cmake builds. 2013-08-10 17:19:19 -05:00
951d8e356a Remove some non-catastrophic IPC_HLE wiimote related PanicAlerts. We have logging for this.
Fixed issue 6464.
2013-08-10 16:50:12 -05:00
eed36cbf78 D3D11: Implement zcomploc for hardware supporting D3D 11.0. 2013-08-09 22:20:35 +02:00
805009abca Fix a merge fail that happened when I merged in Android. It is just a bit of duplicate code, no issues came from it. 2013-08-09 19:01:27 +00:00
0aa9308006 Revert "Fix a memory leak in ExpressionParser.cpp"
This reverts commit cce809ac90.

The code was actually correct: "expr" is never allocated when an error is
returned. This means when the expression parser fails, deleting "expr" means
deleting an uninitialized pointer.
2013-08-09 10:46:11 +02:00
90d454d22f Remove -0 from stable release version numbers. 2013-08-08 23:59:53 -04:00
9ea01aa7a8 Use a multibyte-neutral codepage when calling *printf on Windows.
More explanation in code comments.

Fixes issue 4046.
2013-08-09 00:17:48 +02:00
cce809ac90 Fix a memory leak in ExpressionParser.cpp
Because there's a return here, expr should be deleted since it's not assigned to anything before returning.
2013-08-08 17:56:15 -04:00
72abe7c654 Fix a stack corruption in ExtendedTrace.
Fixes issue 6454.
2013-08-08 20:29:20 +02:00
a6fd2c8227 fix lightning for inconsitent config
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
9d0554e4a6 Free two memory leaks in ArmCPUDetect.cpp
Char pointers aren't freed after use.

Fixed this in PPSSPP a few days ago. Forgot to check here for the same thing until now.
2013-08-06 18:17:54 -04:00
88212fba67 Add new Netplay headers to the VS project. 2013-08-05 23:15:53 -04:00
873987bc99 [ARM] Some initial support for immediates in integer. Plenty more to go. 2013-08-05 19:48:15 +00:00
4752eae677 [ARM] Fix IMM support in the register cache. 2013-08-05 18:33:51 +00:00
9f90cbee19 NetPlayServer: Close the socket when we're done with it
This would allow a new socket to be created with the same port after
we close it. However, we can't reuse it immediately because of the TCP
TIME-WAIT state.
2013-08-05 06:43:27 -04:00
59ab60f37f NetPlay: Supply every player's ping data to the client
This means that we now have feature parity with the combined server
before.
2013-08-05 06:12:56 -04:00
a3a222bf5b NetPlay: Remove NetPlay.h / NetPlay.cpp
Now the server and client implementations are entirely separate.
2013-08-05 05:05:06 -04:00
9e63cebc93 NetPlay: Remove the base NetPlay class
It's only used by the NetPlayClient. For now, keep around NetPlay.cpp,
but we'll remove that soon.
2013-08-05 04:56:30 -04:00
3b32d3c90d NetPlay: Split the server out, and make the local system manage a client as well
This should be transparent, but it may cause regressions.

The idea here is that now all players, including the host of the server,
talk to the server through TCP/IP networking. This significantly reduces
our codepaths through netplay, and will prevent strange local-only bugs
from happening.

The cleanup isn't 100% finished yet. The NetPlay dialog still drives the
server through private APIs. I eventually want to sanction off the server
entirely, so all communication is done through TCP/IP. This will allow us
to have high-traffic public servers that can relay multiple games and
lobbies at a time, and split off channel and game management to people
other than the host.

This is all still just a pipe dream, though.
2013-08-05 04:42:26 -04:00
9e8655fa1f NetPlay: Remove some dead code 2013-08-05 04:25:16 -04:00
25fc0c27f3 [ARM] Make sure to flush a register location. IMM still doesn't work... 2013-08-05 07:15:15 +00:00
f2e43f47a4 [ARM] Add support for IMMs to the GPR reg cache. Not yet using it since it doesn't quite work 2013-08-05 05:26:32 +00:00
f485d96b0b [ARM] Remove Fastmem. It is buggy and may never have the potential to work correctly. 2013-08-05 05:26:32 +00:00
0e0f0aec6e Core: Remove dead code
We never call SetState with CORE_UNINITIALIZED, and always call
Core::Stop() directly.
2013-08-05 00:03:15 -04:00
db93b516b0 [ARM] Missed flushing our register caches in mtmsr. This would cause a buttload of problems, including the suspected ori being wrong issue. So flush caches and reenable ori. 2013-08-05 02:15:25 +00:00
bafed349e8 [ARM] dcbst implementation. 2013-08-04 17:44:59 +00:00
522d38d080 [ARM] Implement cmpl 2013-08-04 17:33:43 +00:00
f690be3e94 [ARM] Disable ori since it breaks Wind Waker. 2013-08-04 17:05:53 +00:00
af71100867 Save DSP on thread setting to config cache when booting.
Fixes issue 6451.
2013-08-04 02:34:39 -04:00
28e12a4198 Change the OSX CFBundleIndentifier to use the proper domain name 2013-08-03 18:37:57 +02:00
cf8e8c91b6 [ARM] Implement lha and fix lfs. 2013-08-03 00:48:45 +00:00
ca7fb9f38e [ARM] Fix VCVT F32<->F64 encoding. 2013-08-03 00:48:44 +00:00
f58edd018c Remove a couple files which have apperently never been used for anything. 2013-08-02 20:46:07 -04:00
541106d611 Increase number of save state slots to 10. 2013-08-02 20:42:30 -04:00
ab0f42636d [ARM] Push new ArmEmitter changes from PPSSPP. Mostly Fixes a few VFP/NEON instruction encodings. 2013-08-02 23:18:44 +00:00