f6d45ea461
Fix a potential issue when someone has a CPU core that isn't available on that host set in the INI file, it would just fail out. Now it defaults to interpreter.
2013-03-08 10:52:04 -06:00
be217bf096
Add a comment about Qualcomm in load stores.
2013-03-07 20:28:18 -05:00
279e3c7e14
Fix a potential memory leak in function DecompressBlobToFile in CompressedBlob.cpp
2013-03-07 10:59:50 -05:00
f3528277c4
Make sure to mask out the FPU rounding mode correctly. Good spot from LionCash.
2013-03-07 09:52:38 -06:00
eaa5a77d9e
fix debug build
2013-03-06 20:47:48 +01:00
427a26fcc2
Clean up PPCSTATE_OFF
2013-03-06 13:46:36 -06:00
7158c14d7a
fix vertexloader without jit
2013-03-06 18:58:15 +01:00
8d5299c20b
Merge branch 'vertex-loader-cleanup'
2013-03-06 14:08:02 +01:00
10983b0eae
fix VertexManager::GetRemainingIndices
...
the old implementation returns the amound of primitives fit into index buffers
but also gc needs more than one index per primitve
2013-03-06 12:33:02 +01:00
1214bf1359
Add ARM Jit to GUI when built on ARM
2013-03-06 03:25:45 +00:00
d6558e1c31
Make the (V)LDR/(V)STR instructions support negative offsets. This fixes a bug where Arm Jit couldn't load the top 33 FPRs. Also makes it so the core can access all GPRs, FPRs, and SPRs in ppcState. This increases VPS 15-20 on SSBM intro movie on ODROIDX
2013-03-06 01:51:59 +00:00
2095641af0
OK, seriously, buildfix. I shouldn't even have commit access!
2013-03-05 16:17:45 -06:00
b34991c4c3
Buildfix for real.
2013-03-05 16:08:26 -06:00
fe3a54d7fd
Buildfix!
2013-03-05 15:48:57 -06:00
10d57a3402
Use standard binary multiple unit symbols for game size display.
...
Use integer math for the calculation as we cannot rely on floats for something as important as game size display!
2013-03-05 14:58:30 -06:00
240238308c
Disable SSE2 check in the GUI when building ARM.
2013-03-05 14:03:01 +00:00
33a13b1a37
Fixed issue 5270. Don't ask me how, I just clean up code and then it works! I think it was int overflow.
2013-03-05 00:35:24 -06:00
3ac7ee4623
Fix compiling Dolphin on devices that provide crazy GLES drivers
2013-03-05 03:53:25 +00:00
b7db96e2e5
Merge branch 'hle-fs-cleanup'
2013-03-04 19:02:41 -06:00
f3f89e1d00
Merge branch 'master' into vertex-loader-cleanup
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Conflicts:
Source/Core/Common/Src/CommonFuncs.h
Source/Core/VideoCommon/Src/VertexLoader.cpp
2013-03-04 15:47:56 -06:00
bf58c70e9b
Move copy-pasted code into function.
2013-03-04 15:35:29 -06:00
642eab92bc
disable per pixel depth if depth textures aren't used
2013-03-04 20:12:58 +01:00
5d47fd1dde
Remove HLE_IPC_CreateVirtualFATFilesystem as it no longer takes 3 minutes to LLE like the comment says.
2013-03-04 02:39:05 -06:00
6d50bd127d
Remove hack that seems to be no longer needed.
2013-03-04 02:22:11 -06:00
efcb2abe9b
Don't open/close file for every file operation.
2013-03-04 02:21:58 -06:00
04a33b177a
Make seek mode 2 (offset from end of file) make sense. I doubt any games use this.
2013-03-04 01:42:38 -06:00
0efe6c2124
GET_ATTR should not be returning the real filepath that we built.
2013-03-04 01:42:38 -06:00
0041ec618c
Don't null-terminate some random std::string.
2013-03-03 20:16:01 -06:00
814c2ffdfd
Fix some leaking file handles and buildfix probably.
2013-03-03 19:20:35 -06:00
989f0663eb
Make "Crypto" file opening unicode-safe on Windows.
2013-03-03 19:14:13 -06:00
6b2818199c
Fix WAD volume name extracting.
2013-03-03 19:00:29 -06:00
bdc96342ba
More string conversion cleanup.
2013-03-03 18:40:50 -06:00
6026b29844
Separate banner and volume name getting functions. Game properties now shows the correct "banner" name in more cases.
2013-03-03 18:34:03 -06:00
a30636cb88
Buildfix.
2013-03-03 18:00:48 -06:00
ae14578bc5
Eliminate some netplay gamelist ugliness.
2013-03-03 17:56:40 -06:00
c07b8a6e37
Fix more of what I broke.
2013-03-03 17:08:41 -06:00
b1a2915304
Merge branch 'master' into windows-unicode
2013-03-03 15:05:10 -06:00
cedfa452b4
Windows: Open wiimotes with the FILE_SHARE_WRITE flag like before.
...
This should fix issues introduced by real-wiimote-scanning.
2013-03-03 14:34:59 -06:00
fad2b65d76
More wxString conversion cleanup.
2013-03-03 02:30:45 -06:00
aeb4fc9846
Fix what I broke.
2013-03-03 02:12:24 -06:00
a01f793f59
Fix ARM build.
2013-03-03 07:37:22 +00:00
88cb11ba0a
I'm confused at why SHIFT-JIS was being used here.
2013-03-02 20:42:48 -06:00
e183711d74
wxString conversion cleanup.
2013-03-02 20:34:53 -06:00
6c8adf6130
Eliminate the wstring game name.
...
Some cleanup throughout related code. (try to make logic in ISOFile understandable by a human)
Encode strings in UTF-8 rather than somehow trying to determine the encoding in the GUI code.
Non-windows OSes temporarily broken.
2013-03-02 20:00:36 -06:00
2b1af36900
Merge branch 'master' into windows-unicode
2013-03-02 15:33:32 -06:00
2356e5c0e7
Eliminate some baseless restrictions in PointerWrap, mainly vector<string> not working.
2013-03-02 03:32:30 -06:00
e079d24912
Kill wstring version of game description.
2013-03-01 22:45:10 -06:00
008fdc7310
Merge branch 'perfqueries'.
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Adds support for PE performance metrics.
Used in Super Mario Sunshine's "Scrubbing Sirena Beach" level to determine when enough goop has been cleaned up to finish the level.
Also used in TimeSplitters: Future Perfect to determine the appearance of flares around light sources (e.g. sun).
OpenGL and D3D11 only. D3D9 support unlikely to be added unless anyone bothers to do the work.
Initial work and D3D11 support by me. Kudos go to Billiard for adding the OpenGL support and reviving development of this branch that way :D
Slightly (~7%) decreases performance when performance metrics are used (and only then).
Fixes issue 1498.
Fixes issue 5368.
2013-03-02 00:17:37 +01:00
4058b4c38a
Add documentation to PerfQueryBase interface.
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Remove the config field for perf queries (wasn't used for the new interface anyway).
Few other cleanups.
2013-03-01 23:02:11 +01:00
5a7bb2abfa
D3D11: Port perf queries code to the PerfQueryBase interface.
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Remove deprecated PerfQuery methods from RenderBase.
Windows build fix.
2013-03-01 19:30:37 +01:00