| Age | Commit message (Collapse) | Author |
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Bit Program Files folder to be called "Dolphin" instead of "Dolphin x86".
Apparently it's not easily possible to install 32 and 64 bit in parallel when the Program Files folder has the same name. Still, we go without the version number in the folder name though.
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This drops support for installing multiple Dolphin versions to Program Files. 32 Bit and 64 Bit versions can still be installed in parallel.
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an absolute path to a relative path.
if the exe directory and the save directory had the same prefix, .../dolphin emulator/... and .../dolphin/... the path would previously have been incorrectly changed
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emulate format changes and not a projection hack to work properly. Disabled the projection hack and the game now works fine with all backends (it didn't with d3d11).
Fixes issue 4226.
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don't need projection hacks any more, they work perfectly fine with all backends. Skies of Arcadia actually had an issue of improper shadows with the projection hack if opengl and d3d9 was used in latest dolphin builds.
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Fixes 6387
Closes 6635
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It is only used as a bool.
Fixes issue 6668.
Conflicts:
Source/Core/Core/Src/BootManager.cpp
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Cherry-picked from 6209067daa51.
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name of the config key (yes, hack)
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How did any of this ever work? >_>
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Windows
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It was never used, just wasting time and resources.
This patch simply deletes two lines of code.
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Fixes issue 6621.
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- Call ABI_AlignStack even on x86-64.
- Have ABI_AlignStack respect the difference in current alignment
between the root JIT function, which has a prolog, and
ProtectFunction thunks, which do not. This was causing many games
to crash on start on OS X. Since this might otherwise mean changing
the stack pointer before every call...
- Have one prolog/epilog function rather than two (one of which
definitely did not do what it was thought to do), and make it
actually work like a normal one, so that the stack frame shows up
properly in the debugger. There should be no performance impact.
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writes to the file fail instead of saying that the file does not exist.
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32. Thanks for pointing that out hk.konpie.
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fragment. Lets us get rid of the need for an AdapterView.OnItemClickListener when handling list item clicks. Simplifies the implementation of the FolderBrowser a tiny bit.
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wrong.
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ControllerInterface.cpp. The variable ok_count was never incremented, which caused the function to always return false.
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should write 0x2D, not 0xF2.
Also format the NormalSSEOps enum.
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PHack booleans. INIFile is stupid, please kill it with fire.
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Fixes issue 6614.
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broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively. On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.
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Turns out the other one isn't 4.0 compatible, but actually only 4.1 and up. Also, in this case, we really don't actually care about the saved instance state bundle.
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Also move the iterator variable for a for loop into the loop statement in function CARD_GetSerialNo()
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This reverts commit 3b0b5155e8335d3645ed5860682ecb1975d8c342.
It seems that both unsync upload methods are broken on osx+nvidia, so switch back to the default one :-(
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instruction. Add mullwox instruction.
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double registers.
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