5de7ac4791
OGL: update ubo workaround
2013-10-12 20:31:59 +02:00
cc6c454898
VideoCommon: refactor PixelShaderManager setters
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The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.
The follow parts are rewritten:
Alpha
ZTextureType
zbias
FogParam
FogColor
Color
TexDim
IndMatrix
MaterialColor
FogRangeAdjust
Lights
2013-10-12 20:31:25 +02:00
15ed0ea9cf
videoCommon: remove not supported constant types
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I'm pretty sure GPUs can read u8 values, but this isn't exported by the API.
But hey, see unpackSnorm4x8 :-)
2013-10-12 20:29:56 +02:00
6e2fe72b8f
D3D: also uses VideoCommon constant buffer handling
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As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
7c14463d11
ogl: implement useful constant buffer upload
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this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
4377618438
VideoCommon: keep a copy of the const buffer in VideoCommon
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The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
0753ce5bda
ogl: use GL_RGBA instead of GL_RGBA8
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8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly.
Also we don't rely on exact 8 bit resolution.
2013-10-12 16:34:06 +02:00
e9c2c16c93
Gameini database update. "RESIDENT EVIL CODE VERONICA X" added, "The Incredible Hulk:Ultimate Destruction" added some game regions, "Xenoblade Chronicles" updated and added NTSC region, SAMURAI WARRIORS 3 updated, Lord of the Rings: Aragorn's Quest disabled idle skipping for a speed boost.
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Fixes issue 6676.
2013-10-12 14:01:49 +03:00
2f0aca2055
[ARM] Fix the JITILArm and JITArm dispatchers from comex's recent changes.
2013-10-12 08:30:26 +00:00
0556193442
Build fix for previous commit.
2013-10-11 21:45:44 -05:00
cf7521dc36
[Android] Make Tegra 4 output graphics that aren't visually appealing.
2013-10-11 21:42:07 -05:00
615bac7ebc
[Android] Replace the getter for the adapter backing the GameListFragment with a function that simply clears the array adapter. Maintains encapsulation this way. Simplified the actual setting of the backing ArrayAdapter for GameListFragment; this allows us to make a class variable a method variable now.
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Also fixed up the Javadoc for the OnGameListZeroListener.
2013-10-10 17:08:46 -04:00
511de71736
[Android] Actually show the currently selected CPU core and video backend within the settings screen.
2013-10-10 11:57:18 -04:00
8b6ff7a358
Revert "{Android] Eliminate need for even using a byte array when copying assets over."
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Turns out Android devs decided to opt for one of the most retarded ways of handling assets. Assets with some specific extensions are not compressed (png, jpeg, etc), and anything else is compressed. The AssetManager is so revolutionary, that you actually can't retrieve valid FileChannel descriptors from these compressed files! To add to this revolutionary system, they actually didn't give you a straightforward way of disabling this compression. Now using FileChannels are not possible, and thus we must use the much slower way of copying everything over. Thank you Android devs. Godforbid someone would like to use a non-array based way of copying things that's actually efficient, considering DMA access is possible with FileChannels.
This reverts commit 0dd32986b8
.
2013-10-10 00:11:33 -04:00
78a4dbced8
Remove more unused stuff.
2013-10-09 21:37:29 -04:00
8962b9606b
One shudders to imagine what inhuman thoughts lie behind that code.
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(Read_Opcode_JIT and Write_Opcode_JIT read/write from unrelated memory
areas.* Rename the latter and refactor.)
*except at the one specific exception handler where it doesn't. I
have no idea what this is supposed to do, but it probably doesn't do
it correctly. For now, remove the exception.
2013-10-09 21:37:29 -04:00
2e32f11f03
Remove "deprecated" and unused function Read_Opcode_JIT_LC.
2013-10-09 21:37:28 -04:00
5847e26d34
Minor JitCache cleanup.
2013-10-09 21:37:28 -04:00
86f2e1734a
Make JIT_UNLIMITED_ICACHE always on.
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(1) The alternative doesn't compile.
(2) Despite "unlimited" sounding like a hack, it's actually
significantly more correct then the alternative, which is no
emulated icache.
(3) Easier to wrap my head around.
2013-10-09 21:37:28 -04:00
715d5ae8a7
Merge branch 'JitArmIL'
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This implements a partial JITIL based off of the JIT64IL. It's enough to run most games, albiet at a slow speed.
Implementing instructions for this IL is really simple since it basically is just enabling based on what is already in JIT64IL, and then enabling each individual IL instruction.
2013-10-09 23:16:07 +00:00
7bc4838243
Add the Arm JITIL to DolphinWX.
2013-10-09 23:09:18 +00:00
ba9f2d52e1
Add the JITIL Arm recompiler to the Android settings.
2013-10-09 23:08:12 +00:00
bd79603c66
[ARM-JitArmIL] Enable a bunch of instructions.
2013-10-09 23:03:39 +00:00
f5e1b4659a
[ARM] Clean up LSL, LSR, and ASR emitters, we don't need a separate instruction for each to support registers.
2013-10-09 22:57:31 +00:00
4914665429
[ARM-JITArmIL] Remove the SystemRegisters file.
2013-10-09 20:59:15 +00:00
cc05f66ba1
Don't prepend file:// in wxUtils::Explore() on windows. Wxw will just remove it, and/or blow up trying to remove it, if the path isn't ascii.
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Fixes issue 6721.
2013-10-09 16:18:33 -04:00
99c89ae109
Fix unicode support for File::Rename() on windows.
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Partial fix of issue 6721.
2013-10-09 15:33:21 -04:00
d5e40bfb01
Don't waste time looking up the block if enableBlocklink is off anyway.
2013-10-09 15:01:55 -04:00
0dd32986b8
{Android] Eliminate need for even using a byte array when copying assets over.
2013-10-09 12:35:12 -04:00
414ed6ef63
C.K. should fix his website before throwing stones at obsolete xml.
2013-10-09 23:56:16 +13:00
fbcc41c18e
Fix references for OGL, SW and D3D.
2013-10-09 23:49:00 +13:00
935ed814ea
Missed a accept error handler.
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Init instead of memset.
2013-10-09 23:35:29 +13:00
f811dbb575
Fix accept() bug, which was using the wrong isRW for error conversion.
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Also fixed a debug issue where local_name is used uninitialised.
2013-10-09 22:16:04 +13:00
932586f743
[JitArmIL] Fix Windows build?
2013-10-09 00:55:43 +00:00
4263f062b0
[JITArmIL] Fix JITIL compiling on x86.
2013-10-08 19:16:27 -05:00
a317391e3d
[Android] Change the names of the functions responsible for loading/saving config values in UserPreferences.java. Makes readability better, since they have names that actually go with each other now. LoadIniToPrefs() and SavePrefsToIni().
2013-10-08 19:08:06 -04:00
efac4bc608
[Android] Rephrase a comment in VideoSettingsFragment.java.
2013-10-08 18:45:10 -04:00
2244d351fc
.gitignore: Prevent Debugger directory from being removed again
2013-10-08 15:44:28 -04:00
ce5dbfe7a7
[ARM-JITArmIL] Begin merging of the two IL cores in to a common source base.
2013-10-08 19:23:37 +00:00
a0f2183424
[ARM-JITArmIL] Provide the necessary instructions to allow the JitArmIL to actually run. Disable branch instructions as well for now since one is wrong somewhere.
2013-10-08 16:42:33 +00:00
7dd8deecec
[ARM] Update the ArmEmitter with a bunch of NEON emitters. This adds around 47 instruction emitters if I counted correctly. None well tested at this point. On going to add all the NEON emitters.
2013-10-08 10:17:01 +00:00
4a0745799f
Missed OGL includes apparently.
2013-10-08 18:03:33 +13:00
eb480a406c
Fix Windows vcxproj files.
2013-10-08 17:52:18 +13:00
fb4cc76b11
[Android] Remove unnecessary equals comparison in VideoSettingsFragment.java in function SupportsGLES3(). contains() can handle this situation.
2013-10-07 19:50:50 -04:00
0236ba3f86
[ARM-JITARMIL] CMP optimization. Int3 IR. DownCount added.
2013-10-07 23:25:13 +00:00
9920362581
Fix MSVC project files
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yay relative paths
2013-10-07 18:50:21 -04:00
a7c7208103
Put Plugins/ in Core/, rename to VideoBackends
2013-10-07 10:37:01 -04:00
a4eab75d15
[ARM] Beginning of JitArmIL JIT recompiler. This code is entirely based off of magumagu's work with the JIT64IL. This puts down the base needed for the recompiler. Starfield actually runs quite a few blocks being mysteriously dying while most other games just exit out due to an instruction not being done yet. A lot of this code can be tidied up and actually shared between the two IL recompilers but isn't yet done.
2013-10-07 14:25:07 +00:00
d6f0ecebb4
Fix updating the register even if an exception occurred in MMU mode.
2013-10-07 02:34:38 -04:00
a9908fdf09
Fix build issues on OS X i386.
2013-10-07 02:16:51 -04:00