Commit Graph

14594 Commits

Author SHA1 Message Date
degasus
54a4d68c9a JitArm64: implement dcbx 2016-03-05 00:29:38 +01:00
Ryan Houdek
8f75594de7 Merge pull request #3694 from degasus/arm
JitArm64: Small improvements.
2016-03-04 18:01:25 -05:00
Pierre Bourdon
3b6af8c7a5 Merge pull request #3691 from rukai/netplayWiiRemoval
Netplay Wii Remote Removal
2016-03-04 23:45:07 +01:00
degasus
9bf50fb93d JitArm64: Fix mulli.
mulli has no inst.OE
2016-03-04 22:51:47 +01:00
degasus
9ed465f4ac JitArm64: Implement mulhwx 2016-03-04 22:51:46 +01:00
degasus
889a0d396d JitArm64: Align farcode entry points to 16 bytes 2016-03-04 22:49:02 +01:00
degasus
eaa0e275db JitArm64: Use immediate WriteExceptionExit more often. 2016-03-04 22:49:01 +01:00
degasus
689205f0a4 JitArm64: small cleanup, no changes 2016-03-04 22:49:01 +01:00
degasus
7b017c6a65 JitArm64: Use a register as PC argument for the dispatcher. 2016-03-04 19:50:12 +01:00
degasus
050932ed23 JitArm64: Rename global registers. 2016-03-04 19:50:12 +01:00
degasus
57d76cefb0 JitArm64: Merge WriteExceptionExit. 2016-03-04 19:50:12 +01:00
degasus
55b9ce9b5b JitArm64: Store memory pointer once, not per block. 2016-03-04 19:50:12 +01:00
degasus
56c8f65bc2 JitArm64: Precheck for exceptions before calling PowerPC::CheckExceptions. 2016-03-04 19:50:12 +01:00
degasus
aea48c4591 JitArm64: Drop unused WriteExceptionExit. 2016-03-04 19:50:11 +01:00
degasus
c5b0dc98c2 JitArm64: Fix LWZ idle skipping. 2016-03-04 19:50:11 +01:00
Pierre Bourdon
c24c278ce9 Merge pull request #3709 from Sonicadvance1/mesa_intel_geometry_shaders
Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2
2016-03-04 18:02:26 +01:00
Ryan Houdek
ff0aac82b5 Mark Mesa Intel Sandy Bridge geometry shaders not broken in Mesa 11.2 2016-03-04 10:45:13 -06:00
Ryan Houdek
e60f0b3cf0 Merge pull request #3551 from RisingFog/videodump_proper_delay
Properly Handle Video Dumping from Power On
2016-03-03 10:38:36 -05:00
Pierre Bourdon
265c6408d6 Merge pull request #3686 from Armada651/revert-3578
Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
2016-03-03 02:03:03 +01:00
Pierre Bourdon
f752c6e704 Merge pull request #3589 from mathieui/gcadapter-recording
Fix recording a movie with the GC Adapter
2016-03-03 02:02:29 +01:00
Mathew Maidment
a64dd3659a Merge pull request #3634 from spxtr/DQt22
Stop parenting RenderWidget.
2016-03-02 16:51:37 -05:00
Mathew Maidment
c2802f96a6 Merge pull request #3655 from jcowgill/spelling-fixes
Fix some very minor spelling mistakes
2016-03-02 14:04:05 -05:00
Pierre Bourdon
643cf4553f Merge pull request #3692 from EmptyChaos/d3d12-static
D3D12: Fix uninitialized variable in SetSamplerState
2016-03-02 15:52:44 +01:00
Rukai
1b65adcd56 Fully remove wii remote netplay UI code and remove reference to WiimoteReal in NetPlayClient.cpp 2016-03-02 21:02:15 +11:00
Mathew Maidment
3a47845226 Merge pull request #3675 from rohit-n/build-pch
Fix building with PCH disabled.
2016-03-01 18:22:53 -05:00
Dolphin Bot
ab50dd1926 Merge pull request #3667 from RisingFog/fix_savestates
Fix savestates if a device is changed after a savestate is made
2016-03-01 15:35:09 +01:00
Ryan Houdek
36b476ed76 Merge pull request #3683 from Sonicadvance1/aarch64_fix_fcmp
[AArch64] Fix fcmp.
2016-03-01 09:29:56 -05:00
Ryan Houdek
344a4ddc9b Merge pull request #3685 from degasus/arm
JitArm64: Optimize addi
2016-03-01 09:29:42 -05:00
Chris Burgener
7991605ad9 Fix savestates if a device is changed after a savestate is made 2016-03-01 09:28:04 -05:00
EmptyChaos
cc36dec9b5 D3D12: Cleanup DX12::Renderer::SetSamplerState
Remove uninitialized non-static variable. Replace test to avoid unnecessary state changes with a simpler one.
2016-03-01 23:55:19 +11:00
degasus
64f9941595 EGL: Also check for higher GL versions.
Seems like NVidia just ignores the forward compatible flag.
Additionally, they neither enable any extension which was designed later...
So either compatible profile, or a huge list of core profiles....
2016-03-01 07:55:57 +01:00
Pierre Bourdon
392051bd69 Merge pull request #3679 from JosJuice/seek-log-sign
DVDInterface: Log seek offsets with a more intuitive sign
2016-02-29 16:49:39 +01:00
Pierre Bourdon
07ff8379ba Merge pull request #3647 from stenzek/d3d12-fences
D3D12: Multiple fixes (texture cache, fences, MSAA, CPU EFB access)
2016-02-29 16:49:03 +01:00
Ryan Houdek
c82feb6c08 Merge pull request #3626 from Sonicadvance1/more_robust_gcadapter
Improve stability of the Wii U Gamecube Controller adapter under Android.
2016-02-29 09:54:01 -05:00
degasus
e2725792d4 JitArm64: Optimize addi 2016-02-29 08:39:24 +01:00
degasus
4478146c80 JitArm64: Split addi from arith_imm.
They ARM assembly has different immediate versions for logic and additions, so there is no use in merging those instructions.
2016-02-29 08:39:14 +01:00
Jules Blok
6d1628eda4 Revert "Merge pull request #3578 from Armada651/forced-slow-depth"
This reverts commit e2a1a085b6, reversing
changes made to 2aea549eef.
2016-02-29 00:55:51 +01:00
Pierre Bourdon
961901daae Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions
Partial texture updates: Check the dimensions of the efb copy
2016-02-29 00:49:48 +01:00
Ryan Houdek
abaa8fc24d [AArch64] Fix fcmp.
Fixes Luigi's head vanishing. Was due to a mishandling of nans.
Confirmed fixed by hardware test.
2016-02-28 13:15:47 -06:00
Stenzek
0a96e2f531 D3D11: Fix texture dumping, for both single and multi-mip textures 2016-02-28 17:24:47 +10:00
Stenzek
c793459b88 D3D12: Fixed issue where EFB copies could end up corrupted after reset
Also prevents previously-released textures from ending up in a descriptor
table.
2016-02-28 17:24:46 +10:00
Stenzek
74275bdfe3 D3D12: Don't keep screenshot/encoder buffers mapped
Readback heaps do not support persistent mapping. See D3D12 docs.
2016-02-28 17:24:09 +10:00
Stenzek
c4d79d6db3 D3D12: Add helper method for setting both viewport and scissor rect
Simplfies making changes, as well as keeping the two in sync.
2016-02-28 17:18:46 +10:00
Stenzek
13e143de38 D3D12: Optionally prevent StreamBuffer from executing command list
This applies to callers that do not have full knowledge of the command
list state, and thus, cannot restore it should allocations cause command
list execution. Instead we reallocate a new buffer. Should not happen
often enough for this to be a concern, as it's mainly for the utility
classes.
2016-02-28 17:18:46 +10:00
Stenzek
04257029e0 D3D12: Don't enumerate outputs, it's not used anywhere
The D3D12 backend does not support exclusive fullscreen.
2016-02-28 17:18:45 +10:00
Stenzek
9efe66509d D3D12: Fix crash/errors when switching MSAA modes while running 2016-02-28 17:18:44 +10:00
Stenzek
1d909ec7a4 D3D12: Implement non-blocking EFB access when EFB has not been modified 2016-02-28 17:18:43 +10:00
Stenzek
6bbf836ea9 D3D12: Simplify and fix MSAA EFB depth copy path 2016-02-28 17:18:43 +10:00
Stenzek
649b94338e D3D12: Cleanup/refactoring of teardown process 2016-02-28 17:18:42 +10:00
Stenzek
759b77474d D3D12: Use std::thread for worker thread
Using CreateThread can create issues if any CRT calls are made, as
thread-specific data may not be initialized. Additionally, TerminateThread
is not a good idea for similar reasons, and may not free CRT resources.
2016-02-28 17:18:41 +10:00