f18c461fd6
[viewport-float] Fix OpenGL ES 3 build.
2013-10-29 17:10:02 +00:00
edf0511d4e
OGL: Use floating points for viewport parameters.
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As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
2013-10-29 15:29:06 +01:00
f82e1b9dc7
D3D: Use floating points for viewport parameters.
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OpenGL 4.1 allows for a similar change thanks to ARB_viewport_array, but we don't make use of this, yet.
2013-10-26 12:40:37 +02:00
41f6f6adc9
Added memchecks when the MMU is enabled. Thanks to comex for the fix.
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Fixes issue 6754.
2013-10-26 14:32:03 +11:00
005af7bd63
Fix build on Mavericks.
2013-10-24 16:39:46 -04:00
69a10869bb
Document FPSCR fields
2013-10-24 01:46:07 +02:00
8aef60f6ca
Allow frame limit to be set via game ini.
2013-10-23 13:45:03 -04:00
e3febb1603
[Android] Fix MIPS compiling.
2013-10-21 09:52:43 -05:00
887f8e463d
[Android] Fix MIPS compiling.
2013-10-21 09:43:19 -05:00
4b774ef99a
Fix my fix.
2013-10-20 16:42:30 -04:00
448c19bce1
Fix an issue where my recent changes would cause compilation to fail on some distros of Linux.
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Note that before pushing those changes, they were initially tested in a branch, and passed the compilation testing. Sorry that I didn't catch this before.
2013-10-20 16:32:40 -04:00
b3da5c5d58
Really fix the Linux build this time.
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Dammit size_t :(
2013-10-19 19:59:05 -04:00
a5a21e7f44
Fix Linux build.
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Turns out Hash.h needs Common.h
2013-10-19 19:59:04 -04:00
8b10d5b481
Add header cstdint to CommonTypes.h
2013-10-19 19:59:03 -04:00
1f0710caf7
Remove some more includes.
2013-10-19 19:59:03 -04:00
207547b425
Clean up includes in DiscIO as much as possible.
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Also turned a long iterator declaration in VolumeDirectory.cpp to using auto in order to shorten it.
2013-10-19 19:59:02 -04:00
82fd579506
Remove unnecessary include of "../../Core/Src/ConfigManager.h" from BannerLoaderGC.cpp. In actuality, all that was needed here was an include of CommonTypes.h.
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Also change Common.h to CommonTypes in BannerLoaderWii.cpp.
2013-10-19 19:59:01 -04:00
6adf3e37e2
Clean out unnecessary includes from the DSP JIT.
2013-10-19 19:59:00 -04:00
af1b5fe767
Woops forgot to clean out some files in the Jit64IL. All clean now.
2013-10-19 19:58:59 -04:00
80b4cb6cf3
Clean out includes from regular JitCommon.
2013-10-19 19:58:59 -04:00
3360ec013f
Clean out includes in JitILCommon.
2013-10-19 19:58:58 -04:00
22cdc0f56e
Remove some more unnecessary includes, as well as organize a little more.
2013-10-19 19:58:57 -04:00
97cd42f5c3
Remove some unnecessary includes as well as simplifying exisiting ones if possible.
2013-10-19 19:58:56 -04:00
33ee04626d
Don't define __rdtsc if x86intrin.h already does.
2013-10-19 12:40:21 -04:00
81964517d6
Remove a redundant assignment in Init() within PowerPC.cpp. We already assign zero to ppcState.dtlb_last.
2013-10-17 20:38:49 -04:00
b8a947ce0a
Fix a filter in the VS project file for JitILCommon-related files.
2013-10-17 06:36:32 -04:00
de1773affb
Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system.
2013-10-17 00:07:35 -04:00
cffe6ba3fd
Fix TextureEncoder.h
2013-10-16 23:20:51 -04:00
e1f3a4d7b3
Fix out-of-tree build on OS X.
2013-10-16 23:15:21 -04:00
e4a81f32d4
Document some UGeckoInstruction fields
2013-10-17 04:59:13 +02:00
f605ea9eeb
[Netplay] Allow a spectator to leave without affecting players.
2013-10-16 21:44:49 -04:00
5a212a8fe0
jit64: enable faddsx again
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It was disabled because of issue 182, but as this game depeneds on FPRF, it was just 'fixed' because of the fallback to interpreter (which implements FPRF by default).
Also enables FPRF for this game via GameIni, so that the issue is still workaround.
If there are any regressions because of this commit, please try to enable FPRF in GameIni.
2013-10-17 01:43:16 +02:00
f850d283d1
ogl: only use bufferdata if buffersubdata is broken
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Else nvidia fallback would be slower than needed
2013-10-16 15:46:58 +02:00
f0bf5aa113
Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this.
2013-10-16 11:27:58 +00:00
c234dc97c0
Jit64: optimize floating-point/paired-single arith
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The "else if (b != d)" branch was dead code and only works if b == d. Now
the last else block with two temporary XMM registers is not needed anymore.
2013-10-16 00:52:21 +02:00
b4513313bb
Increase the trampoline cache size to cater for fastmem writes.
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Fixes issue 6722.
2013-10-16 09:26:08 +11:00
6eb216fc77
(Netplay) Disable record input checkbox while a game is running.
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Fixes issue 6734.
2013-10-15 17:28:01 -04:00
b11cf1fa10
Fix config file saving on Windows.
2013-10-15 17:20:00 -04:00
b1afb32188
ShaderGen: fix for commit bd80de14f4
2013-10-15 14:48:40 +02:00
bd80de14f4
ShaderGen: drop PerPixelLighting + 8Texcoord hack
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D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.
This isn't needed for both d3d11 and ogl3, so just remove it.
2013-10-15 14:38:26 +02:00
f62579761c
ShaderGen: remove nonsense for() if() {}
2013-10-15 14:31:02 +02:00
72c1e143f3
Try to atomically save config files.
2013-10-15 02:59:25 -04:00
f3af8ee0f0
Revert "Remove some unnecessary includes."
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Turns out this explodes on Linux.
This reverts commit c4696568cc
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2013-10-14 04:05:38 -04:00
c4696568cc
Remove some unnecessary includes.
2013-10-14 04:01:57 -04:00
390760bd75
Perf: Use unordered_map instead of map in very slightly hot function.
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Incrementing an unordered_map's iterator is a bit faster.
2013-10-13 15:31:42 -04:00
1570558789
Remove unused variable waitingForPEInterruptDisable.
2013-10-13 14:00:38 -04:00
59ae93d04e
PixelShaderGen: Refine the comment from revision 3fbe1b1ccd
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2013-10-13 14:59:59 +00:00
3fbe1b1ccd
VideoCommon: Update FastDepth's comment
2013-10-13 16:14:30 +02:00
6798a4763e
VideoCommon: revert the ViewPort changes
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xfregs isn't written when calling this function, so we have to use such an invalid flag :-(
2013-10-13 15:41:11 +02:00
2754c1132e
VideoCommon: reimplement Dirty() in PixelShaderManager
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This isn't needed in VertexShaderManager as it's still in the old dirty flag way.
But it's very importend for PixelShaderManager as some float4s aren't initialized as 0.0f
2013-10-12 20:31:59 +02:00