Pierre Bourdon
9303b57db1
Refactor VideoCommon/OnScreenDisplay.
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Use strings internally, use a multimap and std::function for callbacks (instead
of a flat vector + loop over the vector to find the right callback type), fix
coding style issues. Simplify MainAndroid code a bit.
2013-08-24 02:13:54 +02:00
Pierre Bourdon
9deb63a312
Simplify a few OSD::AddMessage calls now that this function accepts std::string objects
2013-08-24 01:44:16 +02:00
Pierre Bourdon
367d6dfd65
Add an OSD message when taking screenshots in D3D9/D3D11
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Fixes issue 6486.
2013-08-24 01:41:17 +02:00
Jasper St. Pierre
23ff31451f
NetPlay: Rework pad mapping
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Pad mapping and the UI behind it is significantly confusing,
and has been confusing users since NetPlay was introduced.
As part of a large code cleanup to help NetPlay more stable,
introduce a better pad mapping system where local pad mapping
is handled by the client. Now, all the server and other
clients know is which player have which controllers, and the
clients only know this so they can show the pad mapping in the
UI; they don't do anything else with it.
A future cleanup will use this pad mapping data to completely
ignore the pads configured in the settings pane on the host.
2013-08-23 09:40:08 -04:00
degasus
7a5374258e
ogl: rework DriverDetails framework + detect UBO mesa bug
2013-08-23 10:52:29 +02:00
skidau
1f3a0ff10b
Merge branch 'OpenAL-sane-defaults'
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* OpenAL-sane-defaults:
Removed a redundant tooltip text.
Changed the default audio latency to 2. Made soft_oal.dll the default on Windows builds as the old OpenAL32.dll is outdated and contains bugs.
2013-08-23 12:15:39 +10:00
Pierre Bourdon
20e82ec08c
Fix the fix to AVX support detection
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Should be xgetbv(0) & 6 == 6, not just & 6. Thanks to tueidj for pointing this
out.
2013-08-22 01:08:14 +02:00
Ryan Houdek
1eb1ba8c3d
Typo + Add Lima to the driverdetails.
2013-08-21 05:41:32 -05:00
Ryan Houdek
1910f5851f
Make us capable of supporting driver specific issues(OSS versus official)
2013-08-21 05:34:52 -05:00
Ryan Houdek
60ccb2f44d
[Android] Fix Android 4.3 from crashing on my devices. This was annoying to find.
2013-08-21 00:12:53 -05:00
Ryan Houdek
272dcb8756
In Windows, if BBA can't connect to any TUNTAP device then throw a panicalert, not just an error log.
2013-08-21 03:22:14 +00:00
Pierre Bourdon
a3a4f21284
Remove some spurious endlines at the end of log messages
2013-08-21 00:19:50 +02:00
Pierre Bourdon
377202b9f6
Correctly check for AVX support in x64CPUDetect
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It's not enough to check for the CPUID bit to know if AVX is supported since
AVX requires OS support (new set of registers == more registers to be saved
when context switching). If the OS does not support, the cpuid bit will still
be set but using YMM registers will cause an illegal exception fault.
2013-08-20 01:25:10 +02:00
degasus
814c1c9572
pixelShaderGen: also execute alpha test for always fail with late z test
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This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
Ryan Houdek
ba3d3311bd
[ARM] If one requests a FPR to not preload but then later ask it to preload. Make sure to preload it at that time. Would have caused issues with having to make sure the non-preloaded regs were always grabbed last.
2013-08-19 18:13:08 +00:00
Ryan Houdek
8094037104
[ARM] Add ps_sum0 and a disabled ps_madd.
2013-08-19 18:13:08 +00:00
Ryan Houdek
42de733c41
[ARM] Disable floating loadstores as they cause problems. Reenable faddsx/fsubsx as it works with loadstores disabled.
2013-08-19 18:13:08 +00:00
Ryan Houdek
1675f56f02
[ARM] Disable faddsx since it causes problems in crazy taxi.
2013-08-19 12:26:25 +00:00
Ryan Houdek
b4baa4fdb9
[ARM] Add mullwx, mulhwux and half implemented srawix instructions. Change fsubsx/fmulsx slightly, still broken.
2013-08-19 06:26:34 +00:00
Ryan Houdek
9bded1382c
[ARM] Add ASR/ASRS and UMULLS emitters.
2013-08-19 06:26:34 +00:00
Jasper St. Pierre
7a41acd8ff
NetPlayServer: Remove unused code
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GetPlayerList is always called on the client.
2013-08-18 21:38:32 -04:00
Pierre Bourdon
5c3dcc50bc
Add an INI option to not loop FIFO playback and stop emulation when it's done
2013-08-19 01:39:00 +02:00
Ryan Houdek
9f4ca0e0a7
[ARM] JitASM miroops. No functionality change.
2013-08-18 17:45:04 +00:00
Jasper St. Pierre
5782530b40
NetPlayProto: bump netplay version
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Since the packet structure changed.
2013-08-18 09:10:15 -04:00
Justin Chadwick
26242de914
Increases Gamecube pad polling rate during netplay to normal. Also re-add dualcore setting syncing to netplay, which I had erroneously removed.
2013-08-18 08:19:16 -04:00
skidau
c774fb4880
Removed a redundant tooltip text.
2013-08-18 17:09:01 +10:00
skidau
5cec914484
Changed the default audio latency to 2. Made soft_oal.dll the default on Windows builds as the old OpenAL32.dll is outdated and contains bugs.
2013-08-18 17:03:21 +10:00
Ryan Houdek
ba76b016da
[Android] Fix Wii games.
2013-08-17 19:41:28 -05:00
Ryan Houdek
7294fe5a3f
Change per instruction run counts to u64 on all platforms. JIT64 and JITIL runcount isn't implemented properly(and is disabled) so this doesn't effect them.
2013-08-18 00:15:47 +00:00
Pierre Bourdon
d6fe9c639b
Add an OSD message to remind the user if Shader Debugging is enabled
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Fixes issue 6497.
2013-08-17 23:48:06 +02:00
Jasper St. Pierre
756bf93111
NetWindow: Move "Write memcards" checkbox to be host-only
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The setting is propagated from the host, so the client checkbox would
be ignored anyway.
2013-08-16 21:42:38 -04:00
Ryan Houdek
7934df3879
Remove a redundant check in the fifo.
2013-08-17 01:27:08 +00:00
Ryan Houdek
08b27bb3b8
In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread.
2013-08-16 23:41:45 +00:00
NeoBrainX
1ba98550ef
VideoConfigDialog: Rephrase "Hacked Buffer Upload" and its description to something less technical.
2013-08-16 14:26:50 +00:00
Rachel Bryk
89d324786a
Prevent stopping emulation before fully booting. This can sometimes cause dolphin to crash.
2013-08-16 10:04:08 -04:00
Ryan Houdek
da560ecefc
On CoreParemeter member object creation make sure to set bEnableDebugging, bAutomaticStart, and bBootToPause to default values so they aren't unitialized. This caused a issue in particular on the Android builds where bBootToPause would cause the games to boot in to a paused state, effectively causing the application to need to be forced closed and reran multiple times in order to test anything.
2013-08-16 07:30:53 -05:00
Ryan Houdek
367f294ed2
[Android] Make sure to unallocate the correct memory size in MemArena.
2013-08-16 04:55:43 -05:00
Pierre Bourdon
c3065ecb66
Fix compatibility with the SDL2.0 release.
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SDL2.0 removed SDL_HAPTIC_SQUARE because of ABI issues (see comment #7 on issue
6491 by Ryan C. Gordon from the SDL project). It will be reintroduced again in
2.1, so keep the code and #ifdef it away.
2013-08-15 22:18:40 +02:00
Pierre Bourdon
c6d8d52041
Fix a warning introduced by the recent netplay UI changes
2013-08-15 15:05:20 +02:00
Jasper St. Pierre
3380e47ca7
MemArena: Free memory for 64-bit machines
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Make the logic here a lot simpler. Patch contributed by Google Code
user plbl4ster.
2013-08-14 20:34:15 -04:00
Jasper St. Pierre
1826fce946
NetPlay: Make sure the server knows it's stopped when it's stopped
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This is embarassing.
2013-08-14 18:36:09 -04:00
Pierre Bourdon
7622d5b354
Only call SetGenerationMode from BPWritten if the cull mode changed.
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Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
Jasper St. Pierre
998194246c
NetPlay: Disable the "Start" button while the game is running
2013-08-14 18:16:07 -04:00
Jasper St. Pierre
1c74e412e2
NetPlay: Remove the "Stop" button
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Now that the host can simply close the window, there's no need for this extra control.
2013-08-14 18:16:06 -04:00
Jasper St. Pierre
5241deaebe
NetPlay: Allow hosts to stop the game by closing the game window
2013-08-14 18:16:05 -04:00
Jasper St. Pierre
92f8d79574
NetPlay: Set the pad buffer size on server creation
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If we don't do this, then when the game starts we'll send out the
buffer size to clients being a super large value of junk, and they'll
hang forever trying to accumulate an input buffer a size that they'll
never ever reach in a million years.
This never manifested in release builds for some reason.
2013-08-14 18:15:28 -04:00
Pierre Bourdon
26f58e1ba5
Add an option to enable performance queries in gameini files, disable it by default
2013-08-14 23:16:46 +02:00
Pierre Bourdon
ffdd79df36
Move VideoBackendBase from Common to VideoCommon
2013-08-14 23:16:46 +02:00
NeoBrainX
0cd94b5bc7
VertexShaderGen: Cleanup.
2013-08-14 11:47:23 +00:00
John Chadwick
a791733c27
Fix invalid C++ code (returning reference to local) - thanks devm33.
2013-08-13 14:47:32 -04:00