Commit Graph

6379 Commits

Author SHA1 Message Date
Ryan Houdek
2444fdbbdd I missed some files required for our GLInterface. 2013-03-27 21:18:07 -05:00
Ryan Houdek
7034c79ab9 Big commit. Fix running the APK, I had missed a view in the manifest. Clean up the Android EGL context creation to fit more in line with how Dolphin works. This breaks input at the moment as well. Change the memarena from 768MB to 64MB to allow 1GB phones to potentially run it. Rename EGL_X11 back to EGL since this merge brings in some of soreau's changes to more easily allow different platforms like Wayland and Android. Not quite all of the code because some needs to be cleaned up still. 2013-03-24 21:06:34 -05:00
Ryan Houdek
d11679a06e Android mega commit of trash. 2013-03-19 21:53:09 -05:00
lioncash
edd9d0e0ef Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
lioncash
0e3d8e2e9f Clean up some space/tab mismatches in DiscIO and InputCommon.
Keeps the files consistent.
2013-03-19 09:59:41 -04:00
Ryan Houdek
61e1659b97 Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition. 2013-03-19 08:50:56 -05:00
skidau
a6249b5388 Properly set the DMAState flag while ARAM DMA transfers are underway.
Fixes issue 6118.
2013-03-19 23:03:38 +11:00
Braden
befe6e6962 Short,sweet and fixes issue 5725 2013-03-18 21:40:46 -05:00
Rachel Bryk
7c2c4662a7 Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.
D3D9 still doesn't support changing vsync while emulation is running.

Fixes issue 6111.
2013-03-18 20:42:18 -04:00
Braden
c5033e8594 Hide cursor in fullscreen mode on OSX fixes issue 3956 2013-03-18 17:45:08 -05:00
Braden
a2af6494cf Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways. 2013-03-18 17:15:59 -05:00
Ryan Houdek
7d74293170 Fix a typo in ArmEmitter noticed by LionCash. 2013-03-18 08:45:33 -05:00
Ryan Houdek
b512b23407 Reenable mulli and negx, seems to work fine. 2013-03-18 07:50:52 +00:00
Braden
f21706bc17 Git pull 2013-03-17 21:10:54 -05:00
Braden
ae3c5a64cc Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen. 2013-03-17 20:58:43 -05:00
Ryan Houdek
9ae9910490 Finish up VFP cleanup. A few more instructions are left for VFP, and a bunch of NEON ones if it will ever be used. 2013-03-18 00:10:56 +00:00
Rachel Bryk
0c86634101 Revert "Disable Vsync while holding tab to disable the frame limit."
This reverts commit 341eb87806.

I'll do it right later.
2013-03-17 12:30:44 -04:00
Rachel Bryk
341eb87806 Disable Vsync while holding tab to disable the frame limit.
Fixes issue 6111.
2013-03-17 11:56:24 -04:00
Pierre Bourdon
612c2e8516 Fix converting the charset of an empty string. Thanks to MrData on the forums for reporting this issue. 2013-03-17 14:37:00 +01:00
Jordan Woyak
8faefa3672 Windows - Don't disconnect real wiimotes on Dolphin close. (back to the old behavior)
Fixed issue 6103.
2013-03-16 18:55:01 -05:00
Jordan Woyak
98fa5006fd Fix some warnings. 2013-03-16 18:53:34 -05:00
degasus
4a929f85b6 GLSL: fix transparency issues on dual source blend. fix issue 6104 2013-03-17 00:36:13 +01:00
Pierre Bourdon
9a404ca6d4 Ship by default a free DSP ROM that can handle most games with LLE
At the end of July 2011, LM published a free DSP ROM that works with games
using the Zelda UCode. His ROM only has the code to handle UCode loading and a
few utility functions, the rest is missing. This includes the four large sound
mixing functions used by the AX UCode and the DROM containing coefficients used
for polyphase resampling in AX.

This is an improved, updated version of this ROM, which changes the following:

- We now have a free DROM that works for polyphase resampling by "emulating"
  linear interpolation. The coefficients contained in the DROM are normally a
  list of { c1, c2, c3, c4 } which are used to interpolate a sample value from
  four previous samples:
    out_sample = prev1 * c1 + prev2 * c2 + prev3 * c3 + prev4 * c4

  The coefficients are chosen depending on the fractional part of the current
  position (basically, our position between the previous and the next sample).
  We can use this fact to generate (c1, c2, c3, c4) for each possible
  fractional part so that:
    out_sample = prev3 * curr_pos + prev4 * (1 - curr_pos)

  Which is the formula for linear interpolation between prev3 and prev4. Linear
  interpolation is not as good as polyphase resampling but it still works very
  well and I couldn't really hear any difference between the two. If someone
  wants to generate real polyphase filter coefficients, they are welcome to
  submit a patch.

- The IROM now contains the 4 mixing functions used by the AX UCode: mix_add,
  mix_add_two, mix_add_ramp, mix_add_ramp_two. They are large, inlined
  functions (probably for performance reasons) in the official DSP IROM, our
  version prefers to use a loop. This *should* be more performant with our DSP
  JIT implementation, but I did not benchmark that.

Because the new DSP ROM is working just as well as the official ROM in 95% of
cases, it is now shipped by default with Dolphin and will be used with DSPLLE
if you don't have an official DSP ROM in User/GC. It will still display a panic
alert at every boot to notice you that you are using a non official DSP ROM
made by us, which is not perfect.

Games using the CARD, IPL or GBA UCodes are still broken. I don't know what
games this actually impacts, but this is a very small proportion compared to
what works.
2013-03-16 23:54:55 +01:00
Jordan Woyak
059e100425 Check for HID wiimote name on Windows instead of assuming everything is a wiimote.
Fixed issue 6031.
2013-03-15 21:27:46 -05:00
James Dunne
f1ef51abc8 Removing Core::IsGPUThread() and Core::IsCPUThread() calls in favor of simple bool isCPUThread parameter value. 2013-03-15 19:42:42 -05:00
James Dunne
4137fc0023 Removed calls to YieldCPU from RunGpuLoop. 2013-03-15 19:42:38 -05:00
degasus
6962929356 GLSL: fix nfs-hp2 2013-03-15 23:32:01 +01:00
degasus
e1a081ad2d Merge branch 'GLSL-master'
Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend.

It just began with simple changes which aren't supported on osx.
They either support ogl2 OR ogl3 core, but mixing isn't allowed.
As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either:
- OSX supports only GLSL100 which doesn't support our shaders.
- Vertex Array Objects are needed for ogl3, but not supported on ogl2
- immediate mode isn't supported any more, so we must implement vertex buffers
- uniform buffers are recommended as else we would need tons glUniform
- postprocessing shaders have to be converted to glsl
- lots of smaller outdated issues and bug fixes :-)

Thanks at all for testing and at Sonic for converting all of our shaders to glsl130

And sorry for all upcoming bugs...
2013-03-15 22:49:26 +01:00
Rachel Bryk
8767b30f75 My OCD will not stand for this. 2013-03-15 15:42:59 -04:00
Ryan Houdek
8c1091a21f Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
2013-03-15 11:19:52 -05:00
Rachel Bryk
d63d7fde9e So much more readable now! 2013-03-15 11:45:43 -04:00
NeoBrainX
e877b5019b PixelShaderManager: Reload fog range adjustment shader constants upon viewport change.
Fixes issue 5618.
2013-03-15 15:08:51 +01:00
Rachel Bryk
def578fea6 Fix checks for preventing the main and render windows from spawning off screen. 2013-03-15 09:19:39 -04:00
skidau
afb6f9127a Corrected a typo. 2013-03-15 19:32:47 +11:00
degasus
84119a966b Revert "remove wx from agl"
This reverts commit e63a5d8529.
window_handle is also used at many other places, so just move it here isn't allowed
2013-03-15 02:40:08 +01:00
NeoBrainX
203b1748a3 PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation. 2013-03-15 01:01:00 +01:00
Ryan Houdek
d6c7e7d652 Let's do this version check again. 2013-03-14 15:46:27 -05:00
Ryan Houdek
db1fc9019b Add a OSX version check to GLSL so if anyone running < OSX 10.7 gets a message instead of crashing when running the game. Turn off DEBUG_GLSL. 2013-03-14 15:25:41 -05:00
Ryan Houdek
e6c6053fcc Beginning of VFP cleanup. Will finish when I have the hardware in front of me. 2013-03-14 10:45:26 -05:00
Ryan Houdek
b4830be9bc Actually set the bIDIVa value in the ARM CPUDetect. 2013-03-14 08:48:01 -05:00
Rachel Bryk
eaebebc33d Prevent the render window from spawning off screen.
Fixes issue 6063.
2013-03-14 05:28:02 -04:00
degasus
e63a5d8529 remove wx from agl 2013-03-14 09:52:13 +01:00
Braden
a0fdcaced8 Removes the redundant window on OSX 2013-03-13 21:34:52 -05:00
Ryan Houdek
c93f7760ce Really clean up all the emitter loadstores on ARM. If a ARM device supports VFPv4, then it supports IDIVA, so handle that in CPUDetect. 2013-03-14 01:50:38 +00:00
Ryan Houdek
202e2fa5c8 Add a new WriteNewStoreOp emitter function for beginning of rewrite of the Arm Emitter LoadStores. Will finish when I have the hardware in front of me to test on. 2013-03-13 14:08:54 -05:00
skidau
85eab1d262 Used the scheduler to generate the interrupt for IPC. Fixes the ES_LAUNCH games. 2013-03-13 22:23:59 +11:00
Rachel Bryk
0b34457a8e All the cool kids hard code string lengths.
Fixes issue 6090.
2013-03-13 07:04:53 -04:00
Rachel Bryk
e73cc858bc Allow playing movies from command line. Also remove some unneeded code. 2013-03-13 01:37:35 -04:00
degasus
2c84c32ddc decrease d3d vertex buffer size 2013-03-12 17:48:20 +01:00
degasus
382be2aabd Merge branch 'master' into GLSL-master
Conflicts:
	.gitignore
2013-03-12 11:28:56 +01:00