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
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
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
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
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
c054049712
Fix PixelShaderGen from the previous commit.
2013-10-06 21:54:09 -05:00
26c38648ec
[Android] Missed a few things for PowerVR544MP3 'support.' It doesn't actually get any video output on it just like Tegra 4.
2013-10-06 21:51:41 -05:00
a40daac5b1
[Android] Fix an issue where emulation would crash if we couldn't retrieve GPU information. Also if we can't get the graphics information, give them the benefit of the doubt and enable the GLES3 option.
2013-10-06 21:32:05 -05:00
d4bd5fde71
Only emit the texgens if they are used, not every single time do all of them.
2013-10-06 21:32:05 -05:00
cf1b634c33
[Android] Remove unnecessary attributes from the ViewPager layout XML file.
2013-10-06 20:04:53 -04:00
5bee29c7c2
[Android] Reflect the string change in the Tegra 4 support commit with the JP strings as well.
2013-10-06 10:45:05 -04:00
8a993b44b6
Big gameini database update. Remove most projection hacks enabled by default in gameinis since they are no longer needed after the removal of d3d9 and they can create issues. All of those were there to improve compatibility of the direct 3d9 backend. Also remove direct 3d 9 references in emulation issues since they are no longer relevant. Improve speed of Battalion wars (gc) and Battalion Wars 2 (Wii) by disabling idle skipping (both slowed down considerably with it enabled). Enable by default lle audio in lightweight gc games with issues using zelda hle, specifically Pikmin 1 and 2 (GC), and Mario Kart double dash (GC). The Hulk(gc), Godzilla(gc), Project Zero 2(wii), Wild West Guns (wiiware), Bit Boy!!(wiiware) are added in the database. Sengoku BASARA, FFCC THE CRYSTAL BEARERS updated.
2013-10-06 16:57:27 +03:00
a25a0a2590
Merge branch 'd3d9-removal'.
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If you're looking for a reason for the removal, issue 6167 lists more than enough of things that are not supported by D3D9.
2013-10-06 14:35:56 +02:00
7dba383c7c
Revert "imask stuff"
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This reverts commit c48f2acd04
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(commit was not intended to be published)
2013-10-06 14:30:27 +02:00
c48f2acd04
imask stuff
2013-10-06 13:39:17 +02:00
ed88cf6cad
Removing more references to D3D9.
2013-10-06 13:37:10 +02:00
5de6726658
Remove another D3D9 reference.
2013-10-06 13:30:59 +02:00
d198fee21b
Remove more references to D3D9...
2013-10-06 13:30:59 +02:00
61ed40749f
Shader generators: Remove any references to D3D9 and cleanup the affected code.
2013-10-06 13:30:56 +02:00
0e2e71e483
Remove some now unused VideoConfig settings.
2013-10-06 13:28:46 +02:00
755b280c3b
Rename the Direct3D11 backend to Direct3D. The new short name is D3D.
2013-10-06 13:28:45 +02:00
3b188b0481
VideoConfigDiag: Update video backend description to reflect the D3D9 removal.
2013-10-06 13:28:45 +02:00
0d4df39e1f
Remove D3D9 related files.
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Cf. issue 6167 for a list of shortcomings that made us decide on removing the backend.
2013-10-06 13:28:41 +02:00
6bdcde9dd6
[Android] Tegra 4 'support.' This brings up the OpenGL backend to support Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
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It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
2013-10-06 03:12:29 -05:00
2b08172a45
Corrected the XMM0 processing for pairedStoreQuantized in the x86 build.
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Updated the PC for the fifo writes processing in the less common case.
2013-10-06 16:31:34 +11:00
8722b9cfb5
Missing break for IOCTL_ES_DELETETITLECONTENT
2013-10-06 16:22:44 +13:00
a7d073b0da
[Core] Simplify a loop within function Run() in Interpreter.cpp. The increment variable for the for loop is never used at all, so it's sensible to replace it with a while loop.
2013-10-05 14:38:21 -04:00
2d00c3a4f8
Added code to update the PC before doing a fastmem write. Fixes games with freezing and FIFO errors since r2a339c926e43c11f7b9acc8d3af202f0be54e2b0.
2013-10-05 23:23:49 +10:00
6498a77362
Fix storeSingleFloat stack alignment.
2013-10-05 07:56:57 -04:00
21a114ec28
...Forgot the XMM regs for x86.
2013-10-05 01:17:34 -04:00
144d7e5500
Fix build-breaking typo.
2013-10-05 01:08:08 -04:00
8324510d65
Removed the IOSVersion check (caused some Wii games like Battalion Wars 2 not to boot).
2013-10-05 13:07:40 +10:00
b7d1c03c8a
Added a check for the IOS version before overriding the OSGetResetCode() function.
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Fixes issue 6700.
2013-10-05 12:41:59 +10:00
f6c0fb7bbe
Merge branch '6663'
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Should fix some fastmem-related bugs and possibly improve performance a bit.
2013-10-04 21:19:40 -04:00
a51eb5fd19
Fix idle skipping.
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It incorrectly continued to test EAX after it was changed to load
directly to the assigned register.
Also switch from a flush to ABI_PushRegistersAndAdjustStack, to avoid
needless flushing in the no-idle case.
2013-10-04 20:33:39 -04:00
3679f9ba60
Don't push registers before pairedStoreQuantized, that's dumb.
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And fix some stuff up. It would probably be good to unify the stack
handling some more rather than having ABI_PushRegistersAndAdjustStack do
part of it and ABI_AlignStack the rest, causing unnecessary subtract
instructions on Linux x86 (only).
2013-10-04 15:48:06 -04:00
8c103a8dee
ChooseMemcardPath bugfix: check for a directory separator before converting an absolute path to a relative path.
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if the exe directory and the save directory had the same prefix, .../dolphin emulator/... and .../dolphin/... the path would previously have been incorrectly changed
2013-10-04 11:31:22 -07:00
a91469ffa5
Fix stfd, which was broken in the fastmem writes commit.
2013-10-03 18:22:35 -04:00
5e4665301b
Finish replacing ThunkManager with ABI_PushRegistersAndAdjustStack.
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As part of that, change SafeLoadToEAX to SafeLoadToReg, and have JitIL
use that, which should fix fastmem on JitIL.
This should also fix a potential stack corruption issue with x86.
2013-10-03 18:22:35 -04:00
a53dc6f981
Remove profiled re-JIT support in JitIL.
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It's extremely unsafe, unused (not exposed in the GUI and not present in
any gameconfigs), and mostly obviated by fastmem. Although this type of
thing could theoretically be useful someday for fastmem support with
MMU, it's probably not the best way to do it, the existing
implementation is way too simplistic, and it can always be dug up to
provide support for a new implementation if needed.
Not like it's a big deal to keep it working, but it really seems
pointless.
2013-10-03 18:22:12 -04:00
3b0c0e2500
Trap to the debugger properly after BackPatch failure.
2013-10-03 18:21:29 -04:00