Commit Graph

20299 Commits

Author SHA1 Message Date
rukai
f9ef9067c1 [Qt] VS build no longer adds all of Data to Binary 2016-05-14 16:50:25 +10:00
Chris Burgener
f1a8d52a22 Force Neo Geo games to use LLE Audio 2016-05-14 00:55:22 -04:00
Mat M
e5bafeb40a Merge pull request #3821 from mathieui/gcadapter-no-device
Fix a hang with the GC Adapter
2016-05-13 21:36:51 -04:00
Mat M
e319ac0561 Merge pull request #3839 from RisingFog/fantastic_football_fan_party_is_such_a_great_game_I_rate_it_five_out_of_five
Set Medium Texture Cache for Fantastic Football Fan Party
2016-05-13 21:33:09 -04:00
Mat M
2d9faa693e Merge pull request #3827 from JosJuice/broken-game-inis
Fix broken game INIs (comments starting in the middle of lines)
2016-05-13 21:31:12 -04:00
degasus
637851fce0 JitArm64: optimize bclrx
the unconditional path is the most common, so no need to switch to far code here.
2016-05-14 00:05:55 +02:00
degasus
b6f16352e4 JitArm64: Check downcount on block linking.
This skips one B() call.
2016-05-14 00:04:58 +02:00
degasus
10e716c623 JitCommon: Pass jit block instead of host pointer on linking.
So the JIT may do more fancy stuff.
2016-05-14 00:04:58 +02:00
degasus
cf3c65fbd0 JitArm64: Use B() instead of BR() to jumo to ASM.
Avoid indirect jumps as good as possible. This is a noticeable speedup.
2016-05-14 00:04:58 +02:00
degasus
b2be9bd7f7 JitArm64: Inline JitAsm in JitArm64.
So they share the same emitter, and so they are in the same 128MB range.
This allows us to use B() to jump to the dispatcher.

However, so we have to regenerate them on every cache clear.
2016-05-14 00:04:58 +02:00
Chris Burgener
6175dfb80a Set Medium Texture Cache for Fantastic Football Fan Party 2016-05-13 09:55:15 -04:00
EmptyChaos
c1944f623b Core/Movie: Add ability to run code in Host context
EndPlayInput runs on the CPU thread so it can't directly call
UpdateWantDeterminism. PlayController also tries to ChangeDisc
from the CPU Thread which is also invalid. It now just pauses
execution and posts a request to the Host to fix it instead.

The Core itself also did dodgy things like PauseAndLock-ing
from the CPU Thread and SetState from EmuThread which have been
removed.
2016-05-13 09:23:44 +10:00
EmptyChaos
e8dfc8e654 Movie: Threadsafety Audit
Fix TASInputDlg which was trying to access the GUI without the GUI
lock from the CPU Thread.
2016-05-13 09:23:44 +10:00
EmptyChaos
c1922783f8 Core: Threadsafety Synchronization Fixes (Frame Advance / FifoPlayer)
Fix Frame Advance and FifoPlayer pause/unpause/stop.

CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.

FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).

Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
2016-05-13 09:23:44 +10:00
mathieui
8f0cbefbe5 Disable part of the adapter features for netplay
In order to avoid desyncs
2016-05-12 23:31:51 +02:00
Matthew Parlane
0283ce2a7c Merge pull request #3837 from rukai/dolphinQtFixVS
Brings visual studio build files up to date with recent Qt changes
2016-05-13 07:45:14 +12:00
Rukai
d9a8318879 Brings visual studio build files up to date with recent Qt changes 2016-05-13 01:18:57 +10:00
Matthew Parlane
ec40b38484 Merge pull request #3571 from rukai/dolphinQtVisualStudio
DolphinQt2 Builds on Visual Studio
2016-05-12 22:27:18 +12:00
Matthew Parlane
356f709537 Merge pull request #3810 from mathieui/fix-adapter-recording-savestate
Fix loading save states with input recording with the adapter
2016-05-12 20:53:04 +12:00
mathieui
2a0ba5aaa6 Fix loading save states with input recording with the adapter
Intended fix for issue #9508
2016-05-12 10:45:03 +02:00
mathieui
8d23ebaa6b Revert "Fix netplay desync when using wii-u adapter."
This reverts commit 429ae8fb01.

 Conflicts:
	Source/Core/Core/HW/SI_DeviceGCAdapter.cpp
	Source/Core/Core/HW/SI_DeviceGCAdapter.h
2016-05-12 02:01:35 +02:00
degasus
bca0e06a95 OGL: Use coherent mapping on Qualcomm devices. 2016-05-11 23:55:28 +02:00
degasus
7517d126c8 DriverDetails: Drop BUG_BROKENALPHATEST.
This flag is not in use at all.
2016-05-11 21:22:09 +02:00
degasus
6219c39cf5 OGL: Drop QC ES3.1 workaround.
This was never tested well:

HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-11 20:45:07 +02:00
JosJuice
dded4dc018 Fix broken game INIs (comments starting in the middle of lines)
290204e added comments that start in the middle of lines, which isn't
allowed. I moved all such comments to EmulationIssues.
2016-05-11 16:51:14 +02:00
Matthew Parlane
48c0c2ace6 Merge pull request #3830 from Lionel07/qt-settings-window
[Qt] Settings Window for Qt
2016-05-11 16:43:43 +12:00
Corwin McKnight
321b775f02 [Qt] Settings Window for Qt
AND Fix leftovers from full code, fixed styling and lint
2016-05-10 21:24:53 -07:00
Matthew Parlane
670a1c2694 Merge pull request #3532 from rukai/enterOpenGame
Qt - Enter key opens selected game in the game list.
2016-05-11 08:45:29 +12:00
Matthew Parlane
3f012df6d5 Merge pull request #3615 from rukai/qtCrash
DolphinQt2: Fix crash related to loading gameini
2016-05-11 08:40:00 +12:00
Summate
e01bdeddf2 Piping the wxMsgAlert through netplay window during netplay instead of running a blocking messagebox 2016-05-10 05:03:06 -05:00
Matthew Parlane
bb6a04dc8e Merge pull request #3713 from stenzek/d3d12-more-fixes
D3D12: Bug fixes, implement bbox, realxfb, perfquery
2016-05-10 21:34:27 +12:00
Dolphin i18n Bot
7fdf0c7b03 Automatic translation resources sync with Transifex 2016-05-09 20:52:10 +00:00
Scott Mansell
2c95cf0f5a Increase Audio DMA Interrupt delay to 200 cycles.
We really need hardware tests for this one. But this will do as a
quick fix for issue 9509 for 5.0
2016-05-09 14:16:32 +12:00
Mat M
c299a6a8cc Merge pull request #3801 from Helios747/the_30_minute_blocker_fix
[UI] Remove browse toolbar button and tweak empty gamelist message
2016-05-08 17:24:40 -04:00
Stenzek
ccf9470241 D3D12: Specify read/write ranges when calling Map/Unmap 2016-05-08 23:18:59 +10:00
Stenzek
fde7dee652 D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
This was occuring when the source texture was larger than the destination
texture, but the source rect was <= dest rect, so the copy is valid.
2016-05-08 23:18:58 +10:00
Stenzek
9bff187547 D3D12: Cleanup startup/shutdown process
Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
2016-05-08 23:18:58 +10:00
Stenzek
4269abdc3e D3D12: Implement perf query support 2016-05-08 23:18:57 +10:00
Stenzek
25d5da0ea3 D3D12: Remove D3D11 header references 2016-05-08 23:18:56 +10:00
Stenzek
6f3573dda8 D3D12: Implement XFB encoding/decoding (support Real XFB) 2016-05-08 23:18:51 +10:00
Stenzek
3372bfa6ab D3D12: Remove feature level checks
We don't create a device below feature level 11_0 anyway, so no point
checking, we can just assume support.
2016-05-08 12:08:25 +10:00
Stenzek
063761fbd2 D3D12: Don't add padding when allocating within empty StreamBuffer
Resources are already aligned to an address larger than any of our
requirements, anyway.
2016-05-08 12:08:25 +10:00
Stenzek
0c27aae7d3 D3D12: Improve output of shader compiler errors
These were completely broken due to lack of c_str(). We also output
warnings now as well (these can be useful).
2016-05-08 12:08:25 +10:00
Stenzek
acfa93372e D3D12: Refactoring and cleanups
Moves render target restoring to RestoreAPIState, this also means no need
to manually restore after allocating in a buffer that caused execution,
because the manager restores it for us.

Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors
in EFB poke drawing.
2016-05-08 12:08:25 +10:00
Stenzek
7ec1fce741 D3D12: Fix error with >1xIR/MSAA EFB depth access 2016-05-08 12:08:25 +10:00
Stenzek
ac1cd8279b D3D12: Implement GPU-based bounding box 2016-05-08 12:08:25 +10:00
Stenzek
32599559db D3D12: Use helper method for binding EFB render targets 2016-05-08 12:08:25 +10:00
Stenzek
984da2d624 D3D12: Use signed ints for viewport origin
Fixes black screen when crop is enabled.
2016-05-08 12:08:25 +10:00
Stenzek
a8c4d6c242 D3D12: Allow large texture uploads (>64MiB) by using temporary buffer
This is not optimal, but for those texture packs with extremely large
images, it won't crash. Releasing after the frame completes is an option
too, however, there is the risk of running out of memory by doing this.
2016-05-08 12:08:25 +10:00
magumagu
cfce7a2aab Fix IPCHLE to make NeoGamma work.
NeoGamma is explicitly sending a nonsense command to the Bluetooth module;
make sure to respond with something sane.

Fixes issue 9470, a regression from PR #1856.
2016-05-07 11:37:21 -07:00