e60018abd4
Merge pull request #2854 from Tilka/valgrind
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Fix some small stuff found with Valgrind
2015-08-15 20:52:12 +02:00
909ab23df5
Merge pull request #2853 from degasus/arm
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JitArm64: Fix jit clearing
2015-08-15 13:50:36 -05:00
b5a5883792
Merge pull request #2851 from JosJuice/unknown-instruction
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Restore old assert message for unknown instruction
2015-08-15 20:10:16 +02:00
3469694b46
Merge pull request #2676 from Stevoisiak/SpellingCorrections
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Minor spelling corrections
2015-08-15 18:36:56 +02:00
84764db3b2
Rewrite RecvStart error checking as suggested by shuffle2
2015-08-15 16:46:37 +02:00
7e266b080f
TextureCache: Remove redundant floor().
2015-08-15 15:30:50 +02:00
2420004af8
[Netplay] Always set a playerid
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And don’t blindly dereference a pointer.
2015-08-15 15:12:20 +02:00
b01ca1794a
Revert "VideoCommon: Clamp integer conversions."
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This reverts commit 0f2c72f0f8
.
2015-08-15 13:50:43 +02:00
b0cc02658b
CachedInterpreter: avoid uninitialized value
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(The CachedInterpreter backend does not support block linking yet.)
2015-08-15 13:01:26 +02:00
b3ff66dc7a
evdev: don't pass null path to the kernel
2015-08-15 12:51:34 +02:00
0b73a9ed25
PulseAudio: fix small memleak
2015-08-15 12:51:11 +02:00
9bfff0d461
JitArm64: Fix jit clearing
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We have to reset m_lastCacheFlushEnd on clearing.
2015-08-15 11:41:01 +02:00
b6da5490c1
Changed GC adapter "Direct Connect" to false by default
2015-08-15 02:09:47 -07:00
c49074742c
Restore old assert message for unknown instruction
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The assert(0) that was introduced in PR #2811 is not user friendly
since it has no explanation at all about what happened. Regular users
probably won't think of looking at the log to get more information.
2015-08-15 10:00:49 +02:00
e28fa1588f
Merge pull request #2850 from Tilka/alloc_order
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Jit64: clean up GetAllocationOrder()
2015-08-15 09:47:56 +02:00
70e91af405
Merge pull request #2834 from endrift/tasinputdlg-threading
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DolphinWX: Ensure TASInputDlg only gets modified on the main thread
2015-08-15 02:45:13 -04:00
dd5cc34951
Jit64: clean up GetAllocationOrder()
2015-08-15 07:25:14 +02:00
d8d62336b5
Merge pull request #2849 from lioncash/cond
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JitInterface: Fix null checking in GetProfileResults
2015-08-15 00:59:19 +02:00
8db43501d5
JitInterface: Fix null checking in GetProfileResults
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Technically a null pointer dereference can occur here.
2015-08-14 18:51:54 -04:00
022286fb90
x64Emitter: don't check flags for most BMI2 ops
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With the exception of BZHI, BMI2 instructions don't affect flags, so
don't check if they're locked.
2015-08-14 23:39:17 +02:00
e5a2334744
Jit64: make use of ANDN again
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This time, make sure not to use it with immediates.
2015-08-14 21:25:52 +02:00
5e9fe4cd13
x64Emitter: check for immediates in BMI ops
2015-08-14 21:25:41 +02:00
3bc5505272
Merge pull request #2814 from Sonicadvance1/aarch64_faster_fastmem
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[AArch64] Banish slowmem operations to farcode.
2015-08-14 12:03:46 -05:00
f76a30c9fd
Merge pull request #2845 from degasus/arm
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JitArm64: Implement dcbt
2015-08-14 12:03:25 -05:00
715802d5aa
JitArm64: Move all pointers into the map
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And cleanup all of the old code for sharing and generating this pointers.
2015-08-14 11:24:11 -05:00
878f919f63
JitArm64: Fastmem: fixup map & lookup
2015-08-14 11:24:03 -05:00
9ef349181e
Revert "Jit64: use BMI1's ANDN for andcx"
2015-08-14 18:10:07 +02:00
86c28bfac6
Bump save state version.
2015-08-14 16:17:28 +02:00
2d5d203be8
ZeldaHLE: Add UCode version for Pikmin 1 PAL.
2015-08-14 16:01:36 +02:00
18d0f15885
ZeldaHLE: Fix the AFC remaining samples logic on looping.
2015-08-14 16:01:36 +02:00
9105a76eb1
ZeldaHLE: Comment on the differences between FSA/ZTP UCodes.
2015-08-14 16:01:36 +02:00
fcbed7483d
ZeldaHLE: Properly read remaining AFC samples when a whole frame is available.
2015-08-14 16:01:36 +02:00
a602466e4f
ZeldaHLE: Implement patterns 2/3 automatic regeneration.
2015-08-14 16:01:35 +02:00
dd1cb88e9a
ZeldaHLE: Add new UCode version for Pikmin 1/2 New Play Control
2015-08-14 16:01:35 +02:00
c6c0f69c6b
ZeldaHLE: really fix the constant pattern variable step computation.
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This time tested by comparing pattern indexes across LLE and HLE with the same
inputs. Matches on the 3-4 test cases I made.
2015-08-14 16:01:35 +02:00
fddb3f0d3c
ZeldaHLE: fix the constant pattern variable step computation.
2015-08-14 16:01:35 +02:00
090723167f
ZeldaHLE: Implement constant patterns with variable step (sample source 0A).
2015-08-14 16:01:35 +02:00
fbe727b0bb
ZeldaHLE: Support GBA crypto through command 0C. Reuses the pre-existing GBA crypto code from the separate UCode.
2015-08-14 16:01:35 +02:00
0b1af50316
ZeldaHLE: Initial support for command 0C in both styles implemented by the light protocol. Logs, but doesn't crash anymore.
2015-08-14 16:01:35 +02:00
32fcd8ec7c
ZeldaHLE: Special case Cmd03 NOP handling to make it clear it shouldn't ever happen on light protocol UCodes.
2015-08-14 16:01:34 +02:00
bbfa238657
ZeldaHLE: Document that the crashy commands are not actually crashy on light protocol, just never used.
2015-08-14 16:01:34 +02:00
25430e7923
ZeldaHLE: Add a flag to disable Cmd0D on older UCodes.
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Shouldn't really matter -- these NOP commands aren't really used, but since it
reads an argument it's probably better to explicitly NOP it for safety.
2015-08-14 16:01:34 +02:00
8526a4131c
ZeldaHLE: Properly implement light command 03.
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On at least one version (AC/Pikmin 1 NTSC) it doesn't even send a sync mail and
just reloops to the dispatcher.
2015-08-14 16:01:34 +02:00
7f7e036a02
ZeldaHLE: Add a missing game to the list of games to look at.
2015-08-14 16:01:34 +02:00
cdb1022696
Zelda HLE: Add support for the ZTP Wii UCode.
2015-08-14 16:01:34 +02:00
5f61ab3e21
Zelda HLE: Update the CRC to games mapping (documentation only).
2015-08-14 16:01:33 +02:00
addb5cb887
Zelda HLE: Support the per-frame sync protocol used by SMS.
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Didn't test if SMS sounds right (travelling with no headphones \o/) but the
waveform looks ok and the mails are flowing as expected.
2015-08-14 16:01:33 +02:00
89037781e0
Zelda HLE: Make the implementation less strict for recoverable errors.
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It kind of sucks that we don't emulate some behaviors properly, but there is
very little ROI for some of these features and I'm not going to spend time
implementing them any time soon. Making the PanicAlerts optional allows for
more testing of the core features on more games while "just" breaking less
important features like reverb.
2015-08-14 16:01:33 +02:00
837b8041c0
Zelda HLE: Only alert for mixing into back buffers for recent UCode versions.
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On older versions there is no such concept of a "back buffer" since positional
audio is not supported. These buffers are just used for temp mixing, and while
it would be really nice if we could support more of that inter-buffer mixing
(TODO :) ) it does not warrant a PanicAlert at this time.
2015-08-14 16:01:33 +02:00
840a4157b0
Zelda HLE: Properly implement LQ AFC decoding.
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Typos and stupid mistakes + untested code = dirty Git history.
2015-08-14 16:01:33 +02:00