f15e4fb35e
WII_IPC: Fix reregistering CoreTiming callback multiple times.
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Separate state reset from Init().
2016-09-03 14:55:43 +10:00
17c34ae0b1
CoreTiming: Data structure cleanup
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Replace adhoc linked list with a priority heap. Performance
characteristics are mostly the same, but is more cache friendly.
[Priority Queues have O(log n) push/pop compared to the linked
list's O(n) push/O(1) pop but the queue is not big enough for
that to matter, so linear is faster over linked. Very slight gains
when framelimit is unlimited (Wind Waker), 1900% -> 1950%]
2016-09-03 12:46:14 +10:00
b88b188819
CoreTiming: Cleanup naming conventions
2016-09-03 12:46:14 +10:00
da82389347
Merge pull request #4172 from phire/software_fog_error
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VideoSoftware: Fix unsigned overflow bug in fog
2016-09-02 09:53:44 +02:00
0e7424b359
VideoSoftware: Fix unsigned overflow bug in fog
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Was causing fog errors on the left half of the screen.
Only appeared to affect visual studio builds, GCC did the correct
thing.
2016-09-02 10:12:44 +12:00
d072d6d336
Merge pull request #4170 from Armada651/float-abs
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VertexShaderManager: Explicitly use floating-point variant of abs.
2016-09-01 19:03:03 +02:00
f33a6d42c9
Merge pull request #4171 from Armada651/static-mutex
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PixelEngine: Add missing static specifier for `s_token_finish_mutex`.
2016-09-01 18:34:30 +02:00
9fb6f93ca1
PixelEngine: Add missing static specifier for s_token_finish_mutex
.
2016-09-01 17:28:48 +02:00
376cadb862
VertexShaderManager: Explicitly use floating-point variant of abs.
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Some compilers don't have an automatic abs() overload for floats.
Doesn't really matter if they use the integer variant here, but
it's better to be explicit about the fact that we're using floats.
2016-09-01 17:23:07 +02:00
ec428756a6
Merge pull request #4169 from Armada651/dvd-triforce
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DVDInterface: Remove unused Triforce buffer.
2016-09-01 17:20:20 +02:00
73b05b339b
DVDInterface: Remove unused Triforce buffer.
2016-09-01 17:15:43 +02:00
50984d85b0
Merge pull request #4164 from Armada651/sonic-clipping
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VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
2016-09-01 15:28:09 +02:00
b7933c49b6
Merge pull request #4167 from EmptyChaos/fix-d3d-x3014
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VertexShaderGen: Fix D3D11 X3014 compile error
2016-09-01 02:34:37 -04:00
e0d4dc6fed
VertexShaderGen: Fix D3D X3014 compile error
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float2 requires 2 parameters in HLSL apparently.
2016-09-01 14:43:19 +10:00
15a009706d
Merge pull request #4143 from Pringo/capitalize
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Fix Graphics Settings Capitalization
2016-09-01 03:21:24 +02:00
2ab9e5e610
Merge pull request #4165 from lioncash/global
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Backends: Remove unnecessary references to the renderer global
2016-09-01 03:20:31 +02:00
9a660fdf18
Merge pull request #3707 from OrN/proj_stq-zz
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Fix bug with texture coordinate q value being 0
2016-09-01 01:41:03 +02:00
debaf63fe8
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
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In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
ec7114a658
OGL: Remove unnecessary renderer global references
2016-08-31 14:19:56 -04:00
168e145fae
D3D: Remove unnecessary renderer global references
2016-08-31 14:17:22 -04:00
9e26ef4aa8
D3D12: Remove unnecessary renderer global references
2016-08-31 14:14:51 -04:00
94cbe0c12a
Comments
2016-08-31 06:40:50 -05:00
e6ccd0729f
Revert postMat movement
2016-08-31 02:14:51 -05:00
89b1d613cc
Remove else in software renderer
2016-08-30 18:33:27 -05:00
e0a1ab9027
lint fix
2016-08-30 18:33:26 -05:00
8f69de51ca
inputform ABC1's q value is defaulting to 0
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This is causing the 0 divide case to run when source row is using tex0-7 and inputform is ABC1.
2016-08-30 18:33:25 -05:00
767f56d7c8
Software renderer fix
2016-08-30 18:33:24 -05:00
5a6b876dbd
Hardware renderer fix
2016-08-30 18:33:23 -05:00
def0b42fb7
Merge pull request #4161 from OrN/wxwidgets-build-fix
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Fix wxWidgets build for 32-bit arch
2016-08-31 11:29:04 +12:00
f212d856b3
Fix wxWidgets build for 32-bit arch
2016-08-30 18:17:17 -05:00
081cad709a
Merge pull request #4046 from CharlesCorrin/master
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GameSettings - Fix flickering cutscenes in Castlevania - The Adventure ReBirth
2016-08-30 18:27:52 +02:00
9c51b2748b
Merge pull request #4158 from Armada651/null-texture
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TextureCacheBase: Handle textures loaded from address 0x0.
2016-08-30 16:49:34 +02:00
92920c4005
TextureCacheBase: Address 0x0 is valid, don't you dare ignore it.
2016-08-30 16:45:49 +02:00
efac0cf8fe
Merge pull request #4156 from phire/interlaced_panic
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VideoInterface: Fix panic alert on interlaced fields.
2016-08-29 23:10:55 +12:00
c4786ad70e
Merge pull request #4151 from phire/fix_lswx
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Fix bug in interpreter's lswx. Was overwriting extra register.
2016-08-29 23:10:23 +12:00
17e64b75a5
VideoInterface: Fix panic alert on interlaced fields.
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For some reason this was only showing up in video software.
Not sure why.
2016-08-29 23:08:23 +12:00
fc2b0e0f45
Simplify lswx loop.
2016-08-29 22:57:37 +12:00
fc969388f0
Merge pull request #4152 from aldelaro5/debugger-font-fix
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Fix the Debugger font not appearing on the captions of panes
2016-08-29 11:17:59 +12:00
cd515911c0
Fix the user font not appearing on the captions of panes
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Both those in the code window and the ones that appears when the user select edit perpective. The one that isn't fixed by this is in edit perspective mode, when the user drags a panel out and it becomes a floating window.
2016-08-27 21:29:03 -04:00
916bfdedbf
Merge pull request #4147 from Armada651/accurate-depth
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GameSettings: Remove forced slow depth from fixed titles.
2016-08-28 01:59:31 +02:00
967c371d7a
Zero case behaviour confirmed by hardware test
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Modify comments to reflect this
2016-08-28 09:48:29 +12:00
ab3eedcc33
While I'm here, stswx should wrap too.
2016-08-27 14:15:43 +12:00
5b47635b3f
Fix bug in interpreter's lswx. Was overwriting extra register.
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When n was a multiple of 4, the old implementation would overwrite
the following register with 0.
This was causing Not64 to crash.
Thanks to Extrems for spotting this.
2016-08-27 14:15:42 +12:00
35a270d2a8
TextureConversionShader: Don't use the float specifier in shader code.
2016-08-24 17:42:32 +02:00
6c82469662
GameSettings: Remove forced slow depth from fixed titles.
2016-08-24 17:39:47 +02:00
0fbf72cbf1
Merge pull request #4140 from Armada651/ww-depth
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D3D: Correctly invert the viewport depth range.
2016-08-24 02:28:53 +12:00
8170092364
Merge pull request #4139 from Armada651/dbz-depth
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OGL: Handle cases where reversed depth is already used.
2016-08-23 16:23:58 +02:00
f7987017a0
PixelShaderManager: Use signed integers for the depth range parameters.
2016-08-23 15:54:05 +02:00
a8a9348913
OGL: Handle cases where reversed depth is already used.
2016-08-23 15:54:04 +02:00
92f165d756
Merge pull request #4144 from aldelaro5/debugger-insertInstruction-fix
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Invalidate the icache when inserting a nop or a BLR
2016-08-24 00:22:24 +12:00