D3D9: Offset vertices used to copy textures by 0.5.
I __think__ this is the actually correct way to do it, but not sure. Someone please have a look at this…
Not sure if this changes anything anyway, since we’re using scissor rects to clip this stuff anyway… Maybe the screen edges weren’t cleaned properly before though.
D3D9: Some fixes to EFB format reinterpretation. Should be more correct now.
Might fix issue 3780.
D3D11: Implement EFB format reinterpretation.
Now someone port this to OpenGL please, kthxbye.
Fix some warnings, fix a wrong string, …
Changed the hash algorithm to CRC32 utilising the SSE4.2 instruction. The algorithm will automatically be used for the Accurate Texture Cache, EFB to RAM and texture id’s when a SSE4.2 capable CPU is detected. It will fallback to the old algorithm if SSE4.2 is not detected. Using CRC32 speeds up the hash algorithm by around 2X.
r7063 x86 – скачать, зеркало
r7063 x64 – скачать, зеркало
Change the audio sample rate setting to a numerical value. Fixes issue 4045. You may have to change the setting once after this commit to update your ini file from the string that was saved there before.
Update translation pot file to reflect recent gui changes, and update a few of the languages.
– Fixing Windows builds
Turn back on unit tests in SCons.
In the SCons build, skip the generation of static libraries
and just operate on lists of object files instead.
This helps with LTO since LLVM/clang LTO is completely broken
by static libraries. It also helps identify symbol clashes
between components like the former plugins.
Many linkers also expect static libraries to form a strict DAG
which turns out be a difficult rule to uphold in practice,
especially since some of our platforms aren’t picky about this.
LTO builds currently appears to crash at runtime because of
the static wx libs.
vs2010: fix videosoftware build
should fix build for legacy windows build system…
Remove OpenAL for windows.
Fix the CMake build.
Prevent the PS3 HID crash until I can debug it.
AudioUnits are enabled by default.
Removed the Lua script console and Externals/Lua. The script console was incomplete and no one was working on it.
Use brute force to link the software plugin.
Not yet functional.
r7059 x86 – скачать, зеркало
r7059 x64 – скачать, зеркало
– Moving “Custom Projection Hack” stuff toward a new modal dialog window
r7049 x86 – скачать, зеркало
r7049 x64 – скачать, зеркало
Temporarily disable gecko codes when they fail to avoid infinite error messages.
really fix debug/debugfast build
log only when ::IsValidCodePage() fails (r6941)
fix debug/debugfast build on windows
Thread affinity on OS X and *BSD.
Keep building the software plugin to prevent rot.
r7048 x86 – скачать, зеркало
r7048 x64 – скачать, зеркало
Hopefully fix Windows build.
Remove the global namespace a bit and remove some dead code.
Fix nogui build, and fix a minor issue with the GFX config dialogs when backends are changed.
Some more work on renaming variables and files to reflect that the plugins are no longer plugins.
Fix another minor issue with frame dumping.
Add the graphics config dialog button back to the main config.
Fixed the DSP JIT timing when it is executing in a thread. This allows the Zelda ucode games to run when the “DSPLLE on thread” option has been enabled. However, the DSP Interpreter still hangs when this option is enabled.
* Tightened the timing between the CPU and the DSP in thread mode so that it works closer to how the non-threaded mode works. The CPU now waits for all of the DSP cycles to be exhausted before adding more cycles.
* DSP Idle skipping has been disabled as it messes up the timing when it is running in a thread.
* Checked for external interrupt requests before entering the dispatcher and inside the dispatcher loop
* Added a critical section around the mailbox read high function
r7044 x86 – скачать, зеркало
r7044 x64 – скачать, зеркало
Remove PluginSpecs.h. Merge the few needed enums from that file into Common.h for now. I am up for suggestions on a better place for those.
Fix frame dumping on linux.
Make sure that on screen messages get cleared between games.
* Better fix for CPUID (and this time is the right time)
* Quick CPUID fix
– this should fix a detecting problem related to some AMD CPU
Fix a hang on emulation shutdown on linux.
r7039 x86 – скачать, зеркало
r7039 x64 – скачать, зеркало
VS2008 build fix
Add the translation files to the MSVC 2010 build.
vs2010: Enable LTCG only for release builds.
Fix the auto window resize option to take into account if the log/console window is open.
Fixed vs2010 SVNRevGen project. (Also changed “make_svnrev.h.vbs” to jscript and gave it some comments :p) Removed some old plugin stuff.
r7035 x86 – скачать, зеркало
r7035 x64 – скачать, зеркало
Tooltips in the graphics config dialog now work on linux.
Finally get tooltips in config main to work on linux. When controls are contained in a wxStaticTextBox they must be created before the wxStaticTextBox is created, otherwise tooltips don’t work. This is probably a bug in wxWidgets.
fix all build targets (they’ve all built here – you may have to manually delete the intermediate directories if you have conflicts after this commit).
set the debug path to $(TargetDir)
Capture the display before switching the display resolution so other
windows under the fullscreen one won’t get resized to fit a lower
Fix the DSPLLE debugger window refresh without including wxWidgets in the core.
D3D9: Fix anisotropic filtering.
r7024 x86 – скачать, зеркало
r7024 x64 – скачать, зеркало
vs2010 wxw project filters, converted from vs08 projects.
VS2008 build fix
vs2010: buildfix for debugfast, silence all C4996 warnings.
Eliminate some trampoline functions.
VS2010: Actually make SVNRevGen be processed all the time. Had to add a dummy output file, or VS would ignore it.
svn eol-style:native on the filters…
vs2010 add filters for everything (…except wxw projects…). Try to fix SVNRevGen, but I’m not sure it’s working…
r7018 x86 – скачать, зеркало
r7018 x64 – скачать, зеркало
Build fix: a bogus include was added in r6988.
Terminate a C string.
Remove the PIC linker flag for DSP on linux.
Fix some debugger issues. Still need to get sound window working, but the invalid id panic alert is fixed.
Also, a “;” as a comment in an ini file is now only allowed at the beginning of a line. The debugger has settings strings with semicolons in them. That completely broke the debugger.
Move async checking for pressed keys into Host_GetKeyState()
and use wxGetKeyState on platforms other than Windows.
I am not sure if wxGetKeyState is unreliable on Windows or if
the use of GetAsyncKeyState() is simply historical, but for now
I’ve left the Windows call in there just in case.
This does mean that Host_GetKeyState() is currently only valid
for the small set of keycodes that overlap between wx and Win32,
one of which is VK_TAB/WXK_TAB.
Anyway, please test wxGetKeyState on Windows and remove the
ifdef if it works, so we can extend it to the remaining hotkeys.
Be more flexible about hotkey modifier permutations.
Open .ini files with TextEdit on OS X since wx has no binding.
r6991 x86 – скачать, зеркало
r6991 x64 – скачать, зеркало