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Dolphin SVN r7095

Revision 7095:

D3D9: Fix wireframe rendering.

Revision 7094

OGL: Fix wireframe rendering.
Fixes issue 4062.

Revision 7093

Oops, remember to save plugin settings in both close cases.

Revision 7092

Modal dialogs must be closed with EndModal() or all kinds of weird
corruption can happen with wx 2.9.

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Dolphin SVN r7091

Revision 7091:

Fixed the new texture hashing functions to take samples into consideration. Fixes issue 4058

Revision 7090

Automatically disconnect and reconnect the Wiimotes after a save state has been loaded. This makes the save states a bit more stable for Wii games.

Revision 7089

Deal with some clang-inspired buglets.

Respect the initial fullscreen setting in nowx.

Revision 7088

Split shader code generation for lighting into a separate file.

Revision 7087

D3D9: Fix 2x anisotropic filtering…

Revision 7086

* Keeping resolution aligned to back-buffer size if the latter one is changed (can give a huge performance boost… even until to 100% in some cases)

Revision 7085

fix silly string in CPUDetect

Revision 7084

LTCG (link time code gen) was off in some projects, so turn it off in all of them so that the linker doesn’t have to restart halfway through.

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Dolphin SVN r7083

Revision 7083:

Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry).

Revision 7082

The compiler need not obey the static keyword, so to avoid linker
problems, whole functions in .h files need to also be static in
case they are included in several .cpp files.

Also a few other minor LTO fixes.

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Dolphin SVN r7081

Revision 7081:

Whoops, forgot to remove that.

Revision 7080

Changes to hi-res textures. Textures now load correctly when loading/saving a savestate, and can be toggled on and off in game.

Changed non-hi-res textures to use MurmurHash3, which has better performance that the previous hash.

Revision 7079

vs2010: get rid of some more wxw-related linker warnings.

Revision 7078

update Cg on windows to 3.0 November 2010…I tested it and didn’t see the problems mentioned in issue 4009.

Revision 7077

actually do what i said for the r7071 log, sorry about that…

Revision 7076

update zlib to 1.2.5
«Version 1.2.5 fixes bugs in gzseek() and gzeof() that were present in version 1.2.4 (March 2010). All users are encouraged to upgrade immediately.»

Revision 7075

Update miniLZO to 2.0.4. Apparently fixes a bug when used with gcc 4.5

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Dolphin SVN r7063

Revision 7063:

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.

Revision 7062

D3D9: Some fixes to EFB format reinterpretation. Should be more correct now.
Might fix issue 3780.

Revision 7061

D3D11: Implement EFB format reinterpretation.
Now someone port this to OpenGL please, kthxbye.

Fix some warnings, fix a wrong string, …

Revision 7060

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.

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Dolphin SVN r7059

Revision 7059:

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.

Revision 7058

— Fixing Windows builds

Revision 7057

Turn back on unit tests in SCons.

Revision 7056

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.

Revision 7055

vs2010: fix videosoftware build

Revision 7054

should fix build for legacy windows build system…

Revision 7053

Remove OpenAL for windows.

Revision 7052

Fix the CMake build.

Prevent the PS3 HID crash until I can debug it.

AudioUnits are enabled by default.

Revision 7051

Removed the Lua script console and Externals/Lua. The script console was incomplete and no one was working on it.

Revision 7050

Use brute force to link the software plugin.

Not yet functional.

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Dolphin SVN r7048

Revision 7048:

Temporarily disable gecko codes when they fail to avoid infinite error messages.

Revision 7047

really fix debug/debugfast build

Revision 7046

log only when ::IsValidCodePage() fails (r6941)
fix debug/debugfast build on windows

Revision 7045

Thread affinity on OS X and *BSD.

Keep building the software plugin to prevent rot.

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Dolphin SVN r7044

Revision 7044:

Hopefully fix Windows build.

Revision 7043

Remove the global namespace a bit and remove some dead code.

Revision 7042

Fix nogui build, and fix a minor issue with the GFX config dialogs when backends are changed.

Revision 7041

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.

Revision 7040

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

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Dolphin SVN r7039

Revision 7039:

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.

Revision 7038

* Better fix for CPUID (and this time is the right time)

Revision 7037

* Quick CPUID fix
— this should fix a detecting problem related to some AMD CPU

Revision 7036

Fix a hang on emulation shutdown on linux.

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