DSPHLE Should fix Issue 3543
Restricts ‘ssbm’ loop detection to PBs with valid loop pred_scale values.
Masked coef_idx in the adpcm code so it can’t fault on invalid values.
Minor change to ease video plugin merging. Made static NativeVertexFormat::Create function into a virtual function of VertexManager. I believe this is the last bit of code which is only declared in VideoCommon and defined in each of the plugins.
Related to Texture’s glitches:
* fixed a bug on QUAD-Vertex generator
Inhibit the screensaver while the emulator is running on linux. Fixes issue 3279. Uses the xdg-screensaver method suggested in that issue.
Corrected the FIFO breakpoint clause in Single Core mode too. That fix Pokemon XD (Only single core mode) Dual core mode suffer distances problems like RE0.
Renamed the “Disable Copy to EFB” option in the game properties(and game ini) to “Enable Copy to EFB”, as it is named in the global video settings. (fixes issue 3556)
Even tinier commit. I hope nobody around here has a problem with those…. :P
Just hiding the 3D Vision option for DX11 and OGL instead of greying it out.
DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P
DX11: Enable use of dynamic textures wherever possible.
DX9: Remove two unnecessary TODOs. Someone forgot removing those since they’ve been obsolete for a long time ;P
Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And “a bit” is more than my usual “marginally” ;)
Migrate the opencl setting completely to the gfx config dialog.
Tiny commit. Just re-added 3D Vision to the config dialog. Hope nobody minds, I made sure it gets greyed out and all that. Sorry about my lack of commits, got another ongoing project that’s gotten me a bit hooked.
Corrected the FIFO breakpoint clause in the FIFO loop. This fixes Super Monkey Ball: Banana Blitz, Super Monkey Ball: Step & Roll and Pokemon XD.
Edited wiki page DolphinUbuntuPackages through web user interface.
Add multisampling support.
EFB access doesn’t work with MSAA enabled, yet.
Additionally clean up some stuff, fix a memory leak, …
Linux build fix for the windows build fix in r6465. I tested this on both windows and linux.
* Updating Linear DiskCache version in reflection with changes introduced in r6463
Quick FIFO fix for Donkey Kong Country Returns. Added a FIFO breakpoint check in the main FIFO loop. Aligned some of the FIFO registers to 32 byte boundaries, matching the VideoSoftware plug-in code.
Fixes issue 3536.
Reorganized some video config dialog related code. Deleted remnants of the old DX11 config window.
Layout should not be called until after a sizer is inserted into its parent. This fixes the “gtk_widget_size_allocate(): attempt to allocate widget with width -5 and height 17” type console warnings that are annoying on linux. If there are issues with this on other platforms let me know, but there shouldn’t be.
Fix “Virtual XFB” always being set when opening video config dialog. (Fixes issue 3537)
Revert to gettimeofday on posix systems. I give up.
Temporary fix for OSX in JitIL.cpp
This revision should build on OSX again.
Fix for OpenGL’s “Overlay Information” options not working. Fixes issue 3535.
Revert revision 6464. _POSIX_MONOTONIC_CLOCK is not used in that way.
POSIX feature symbols can be defined even if not implemented.
Check if CLOCK_MONOTONIC is supported before using clock_gettime.
Fix the cmake check to see if -Wno-unused-result is supported by the compiler.
DX9: Dynamically load d3d9.dll.
DX11: Dynamically load dxgi.dll and d3d11.dll.
Polish, fix and otherwise improve the video plugin configuration dialog:
– Add some info about a backend’s feature set (MSAA, Real XFB, EFB to RAM, ..) to VideoConfig
– Gray out options if they aren’t supported by the backend or if changing them doesn’t affect anything (e.g. changing STC mode if STC is disabled)
– Allow signed bytes for D3D11. Not sure if this causes glitches, but it should work
– Call wxEvent.Skip() in the event function handlers, not sure if this fixes any bugs but the old code definitely caused bugs during development of this patch
– Fix a memory leak in the configuration dialog if D3D11 is used
– Other minor stuff that doesn’t need to be mentioned or which I forgot