Commit Graph

  • 3195916744 Basic infrastructure for the new AX HLE, currently not doing anything besides answering mails Pierre Bourdon 2012-11-14 05:08:04 +01:00
  • e4d18e3a8b Bound the iteration on the PB list when processing updates. Pierre Bourdon 2012-11-13 16:50:42 +01:00
  • 764cd455b3 Revert "fix Snow Leopard compatibility" Pierre Bourdon 2012-11-13 10:22:56 +01:00
  • 16060290c2 Fix missing notes in musics with DSPHLE. Pierre Bourdon 2012-11-13 09:37:44 +01:00
  • 8fe5aa4ee8 movie cleanup rog 2012-11-12 11:39:33 -05:00
  • 8eb6f9002e Fixes interpreter when not recording or playing back a movie. rog 2012-11-12 20:20:34 -05:00
  • 0809ba79ae fix for point rendering in dx9 backend, that will teach me to read the full documentation. if someone founs a games that use points a lot i will try to implement a faster path for point rendering. now the map in twin snakes is functional in all the backends. rodolfoosvaldobogado 2012-11-12 19:37:08 -03:00
  • 586813b150 Basic HID works on windows! I had to customise HIDAPI. Matthew Parlane 2012-11-13 00:14:47 +13:00
  • 0caf693d1c Merge branch 'master' into wii-usb Matthew Parlane 2012-11-12 19:19:05 +13:00
  • d188233b13 Moving to libHID Matthew Parlane 2012-11-12 19:12:10 +13:00
  • ab03e9446a From now on, use http://dolphin-emu.org/ , http://forums.dolphin-emu.org/ and http://wiki.dolphin-emu.org/ to access our website. parlane 2012-11-12 01:48:51 +00:00
  • 3936c06ee8 more fixes for my last commit, player problem in twin snakes is fixed rodolfoosvaldobogado 2012-11-11 22:39:27 -03:00
  • a5d210129d Add an on screen lag counter. rog 2012-11-11 17:57:06 -05:00
  • 35e5a1e592 Add an option to pause on the last frame of a movie. rog 2012-11-10 21:57:31 -05:00
  • 53b62ab169 This should fix the bugs introduced by my last commit please retest the games that where showing graphical glitches. rodolfoosvaldobogado 2012-11-10 11:37:08 -03:00
  • e8c0fea16e Retain dsp JIT setting when switching to HLE. Fixes issue 5691. Rog 2012-11-09 12:08:03 -05:00
  • ab48e1154b Stop saving undo buffer (and associated .dtm, and .sav) when starting playing back a movie from save state. This is completely useless, and just wastes time copying save states around. Rog 2012-11-08 22:45:13 -05:00
  • f1f212b51b Removed the patches for Wave Race as they are no longer needed. skidau 2012-11-04 20:58:07 +11:00
  • 6f21f5eb34 Video_Software: Implement texture preloading NeoBrainX 2012-11-03 15:36:40 +01:00
  • d13163380d Bye mamario, you won't be missed Pierre Bourdon 2012-11-02 01:33:00 +01:00
  • 7b43e1869f Fix: Readme with correct website link. parlane 2012-11-02 02:43:16 +00:00
  • d032c40a58 - Added a new wilcard for importing savegames, which basically shows all saves (gci, gcs and sav). This is set as default (I really got frustrated of having to change the type every single time when making tests for GCMM, and I think it makes more sense at user level to just show all saves regardless the format) sulokuTDCmago 2012-10-18 00:01:45 -07:00
  • 5dd49edaec Badaboom. Add in Memory include to CDUtils.cpp Sonicadvance1 2012-10-30 02:45:42 +00:00
  • 303b0f6b6d Test the audio loop with aligned addresses. Fixes the high pitched squeal in Muramasa. skidau 2012-10-29 14:03:28 +11:00
  • fb92c338af Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow. Ryan Houdek 2012-10-27 22:50:06 -05:00
  • 882d5161f8 Merge branch 'Capcom-Music-Loop' skidau 2012-10-28 13:36:34 +11:00
  • dfb3c44d1a Remove glMatrixMode and glLoadIdentity calls in Render.cpp which do absolutely nothing. Ryan Houdek 2012-10-27 18:27:16 -05:00
  • 8c1d104ca3 Change EFB copy location rectangles over to a Vertex array Ryan Houdek 2012-10-27 18:10:31 -05:00
  • c1fd640964 Rebase immediate-removal on master Ryan Houdek 2012-10-27 17:22:48 -05:00
  • ee72852491 implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right. thanks to neobrain for the idea rodolfoosvaldobogado 2012-10-26 23:18:09 -03:00
  • 95d55ed1c7 fixes for backing up wii saves when playing a movie rog 2012-10-26 20:04:06 -04:00
  • 8921fe0d09 move wii saves to a backup if playing a movie that starts with no save rog 2012-10-26 12:06:32 -04:00
  • eaa1ea71c1 Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays. change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements. please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms. rodolfoosvaldobogado 2012-10-26 11:34:02 -03:00
  • 0bc2021284 save if a wii game's save data exists when starting recording. Probably not the best way to do this, and could result in a false negative if banner.bin exists, but the actual save file doesn't, but this should work well enough. rog 2012-10-25 02:44:30 -04:00
  • 8dfb12da3e stuff rog 2012-10-24 23:21:34 -04:00
  • 76a6917fdf Check game ID against what is recorded to the .dtm rog 2012-10-24 19:37:51 -04:00
  • 7ee455ce3b When beginning recording, check settings in Init() instead of just in BeginRecordingInput(), since it's called after bootmanager.cpp reads the game's config. rog 2012-10-24 16:35:52 -04:00
  • 7006cd1217 i'm still not using a branch to fix the name of a variable rog 2012-10-24 15:32:02 -04:00
  • 4358f8384f readd memory card detection for movie code. I deleted this before, intending to move it elsewhere, but never did rog 2012-10-24 15:16:41 -04:00
  • a1186d84df update state version rog 2012-10-23 02:31:16 -04:00
  • 5133ac551b merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone rog 2012-10-23 01:52:50 -04:00
  • b2e2e49fe4 fix Snow Leopard compatibility Shawn Hoffman 2012-10-22 16:45:37 -07:00
  • 72cb1734ee Some code cleaning for my last commit. the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them. my next commit will be to a branch, with my ogl work. rodolfoosvaldobogado 2012-10-22 19:37:26 -03:00
  • 421a75493c Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723. skidau 2012-10-23 00:30:01 +11:00
  • b2a01dc348 Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03. skidau 2012-10-22 22:59:35 +11:00
  • f7edfc0118 FifoPlayer: Copy selected object commands to clipboard when pressing ctrl+c NeoBrainX 2012-10-22 12:25:41 +02:00
  • aece5310f3 more movie cleanup. Removes the remaining globals that didn't need to be global, rearranges some code to make more sense, and removes some redundant code. rog 2012-10-21 17:48:45 -04:00
  • 9070e7ff8c misc movie cleanup and fixes rog 2012-10-20 19:54:38 -04:00
  • 92d2f5dee2 keeping padding right is so hard rog 2012-10-20 15:58:29 -04:00
  • 52963584f0 [bugfix] Make sure to specify the correct max lod level. NeoBrainX 2012-08-10 13:29:19 +02:00
  • 9d5fc3d7f0 [bugfix] Properly decode lod_bias. NeoBrainX 2012-08-10 13:27:35 +02:00
  • 6c8a22de24 [bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary. NeoBrainX 2012-08-10 13:25:21 +02:00
  • 0706050b74 [cleanup] Vastly clean up backend-specific sampler state logic. NeoBrainX 2012-08-10 13:24:40 +02:00
  • 069d949a57 [cleanup] TextureCache: Kill the autogen_mipmap parameter NeoBrainX 2012-08-10 13:13:51 +02:00
  • ee3d6d66d7 [cleanup] [bugfix] TextureCacheBase: Cleanup and simplify mipmapping logic. Possibly fixes a bug or two. NeoBrainX 2012-08-10 13:09:16 +02:00
  • c859aaae84 [optimization] TextureCacheBase: Slightly loosen the requirements for reusing mipmapped textures NeoBrainX 2012-08-10 12:36:19 +02:00
  • a6028b055b Save disc changes to .dtm, and load the full movie header every time it's loaded. rog 2012-10-20 14:18:42 -04:00
  • 5230146c73 Hey, long time no commits :). So to compensate lets bring back some speed to the emulation. change a little the way the vertex are send to the gpu, This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu. ogl: is my next step in ogl is a little more trickier so i have to take a little more time. the original concept is Marcos idea, with my little touch to make it even more faster. what to look for: SPEEEEEDDD :). please test it a lot and let me know if you see any problem. in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed. So if you did not experience any speed gains you know where is the problem :). for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine. The current values are the sweet spot for my machine. All must Thanks Marcos, I hate him for giving good ideas when I'm full of work. rodolfoosvaldobogado@gmail.com 2012-10-20 10:22:15 -03:00
  • 0384f61af3 re-rearrange movie code so it actually works all of the time rog 2012-10-19 19:42:44 -04:00
  • b1dee5fc23 small fix for undo load state while not recording rog 2012-10-18 04:40:56 -04:00
  • 79692a6c78 save settings necessary for syncing a movie to the .dtm, and load them upon playback rog 2012-10-18 04:18:40 -04:00
  • 783409c765 clear the save state loaded from a previous movie when starting emulation rog 2012-10-18 04:14:25 -04:00
  • 6b99b746c8 fix undo load state and load last overwritten state while recording rog 2012-10-18 04:11:14 -04:00
  • 7f624cda10 fix recording from save state rog 2012-10-18 04:03:12 -04:00
  • a366521d13 Correct the hotkey labels for undo load state, and load last overwritten state buttons rog 2012-10-18 03:30:44 -04:00
  • 57426ee726 Forced commit Ryan Houdek 2012-10-13 13:00:04 -05:00
  • 3f0d7312fa A couple missed lines on the rebase. Ryan Houdek 2012-10-13 12:43:00 -05:00
  • 1a8005d948 set ProgramShaderCache program format correctly. Shawn Hoffman 2012-01-18 10:22:03 -08:00
  • 10666a9b87 More 'stuff' Ryan Houdek 2012-01-11 16:00:30 -06:00
  • eb7a0c485a More "stuff" for SS, also a small fix in the program shader cache cache setup." Ryan Houdek 2012-01-11 04:10:43 -06:00
  • 71f6b1eec6 Change 'stuff' Ryan Houdek 2012-01-11 01:18:54 -06:00
  • 210ecad15f let us try normal c++ static init instead... Shawn Hoffman 2011-12-29 16:25:03 +01:00
  • 03b09bed5d Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen. Ryan Houdek 2011-12-29 01:35:50 -06:00
  • 2e15440896 Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways. Ryan Houdek 2011-12-29 00:32:06 -06:00
  • 5085cebaf3 These checks aren't needed when using CG. Ryan Houdek 2011-12-29 00:01:50 -06:00
  • e88d35d1c1 Had a few vec4 and float4(0) calls floating around. Ryan Houdek 2011-12-27 12:35:35 -06:00
  • 108722bed0 oops, forgot to make sure the gl program is actually free'd. Shawn Hoffman 2011-12-26 10:27:18 -05:00
  • e3854ded73 Woops, better not forget the ing Ryan Houdek 2011-12-26 04:09:36 -06:00
  • 4cd748bbec Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. Ryan Houdek 2011-12-26 03:54:44 -06:00
  • 4c1fef8f98 refactor ProgramShaderCache::PCacheEntry Shawn Hoffman 2011-12-26 02:58:52 -05:00
  • aaa405c973 Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. Shawn Hoffman 2011-12-26 00:43:47 -05:00
  • 31a8424bcc fix formatting uglies introduced in glsl-master branch Shawn Hoffman 2011-12-26 00:15:54 -05:00
  • 4a4833e617 default to GLSL instead of Cg Shawn Hoffman 2011-12-25 22:00:24 -05:00
  • 3a5b6aed91 Missed a line here Ryan Houdek 2011-12-25 12:44:31 -06:00
  • c4e7a288e5 Add in the Windows fix. Ryan Houdek 2011-12-25 12:21:31 -06:00
  • ee529b7125 Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now? Ryan Houdek 2011-12-24 08:58:51 -06:00
  • 5c486587a6 Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. Ryan Houdek 2011-12-24 02:19:30 -06:00
  • 4eb227bd4c If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. Ryan Houdek 2011-12-24 00:37:13 -06:00
  • 189d12b61c If CG isn't available, still compile and fallback on GLSL Ryan Houdek 2011-12-24 00:24:13 -06:00
  • 7c91476650 Missed a if, don't want people crashing now do we? Sonicadvance1 2011-12-21 22:33:33 +00:00
  • 9996f27120 Give OSX users more of a chance of supporting Single pass DSB in the future. Ryan Houdek 2011-12-21 01:29:29 -06:00
  • d012c75005 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| Ryan Houdek 2011-12-21 00:15:48 -06:00
  • ef1e157786 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. Ryan Houdek 2011-12-20 23:07:42 -06:00
  • ac77bbd47b Move the GLSL extension checks over here so it is nicer. Ryan Houdek 2011-12-20 21:55:11 -06:00
  • 7cb3d86e31 Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired. Ryan Houdek 2011-12-19 19:10:05 -06:00
  • 1aad2e9e56 There we go, actually found the issue. Ryan Houdek 2011-12-19 00:15:07 -06:00
  • 6759ee701d This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. Ryan Houdek 2011-12-18 23:31:00 -06:00
  • c76593f6a2 Looky, OSX found an issue for me. Ryan Houdek 2011-12-18 21:06:28 -06:00
  • 66a245dd68 Remove this silliness Ryan Houdek 2011-12-18 01:51:15 -06:00
  • 9c09e1973a Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. Ryan Houdek 2011-12-17 01:17:11 -06:00