| Commit message (Collapse) | Author | Age |
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because MSYS2 CMake doesn't like UNIX paths.
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i had to add sys/types.h and patch my gentoo ebuilds for a successful compilation.
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Precompute all 16 5-bit RGB palette colours into 8-bit RGBA to avoid
repeated and superfluous calculation within the nested loop at the
point of index lookup.
A speedup was observed, from ~7ms, to a consistent 1ms
(i.e. now practically instantaneous) through timing with
std::chrono::high_resolution_clock.
Also improve comprehensibility, by using meaningful names, where
appropriate, for loop counter variables.
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* implement channels
* rework power-down support, fixing bugs
* fix bug when W_BeaconInterval is zero
* fix potential missing IRQs when writing to W_IE
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GitHub Actions' macOS runners have Python from homebrew installed and it's used by default instead of the Python that ships with macOS. Apparently Homebrew decided you shouldn't be able to install stuff with `pip3` anymore so our build broke since `setuptools` is no longer included by default and `glib` from vcpkg needs it to build.
Additionally,, the whole liblzma mess ended up breaking our builds too because libarchive (and its dependency libxml2) depends on it and the download is no longer available. The build option changes here should be reverted once this is sorted out because this is probably partially breaking archive support.
PS: Fuck you Jia Tan.
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Store the BIOS images in `NDSArgs`/`DSiArgs` through pointers, not directly
- This will make it easier to keep such objects on the stack
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fixes issue where game doesn't properly start after changing settings
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Use QT again for opening file so that we don't depend on locale
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Probably not a good choice for most DS games unless you really want a
very soft sound, but it could be fun if you wanted to run lolSnes in
melonDS :p
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Should remove the artifacts caused by the previous nearest
resampling. May be worth replacing with something better in the
future, but this is an improvement for now.
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enabled
speeds up builds a bit
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avoids the issue of saves being created for roms that dont use save files.
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error so I guess we're just not using it.
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* check if an nds save file can be opened for writing
also add the ability to open a file in append mode
* fix multi-instance saves
also move the check for file writability into a separate function (probably uneeded?)
* implement check for gba roms
* move rom load error messages into the functions
also finish gba slot (oops)
* improve error string
* check write perms before saving path settings
* fix memory leak
* check for writability of firmware/nand/sds
* add secondary checks for nand/firmware
* add check for config file being writable
* Return the file write error as a QString to avoid the invalid char*
causing a garbled error message.
Qt wants it as QString either way.
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* Switch to using Qt 6
* Use Ubuntu 22.04 for newer dependency versions
* Combine AppImage and regular x86_64 builds so it doesn't have to build twice
* Misc cleanup
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* Use macOS 14 M1-based runners for macOS CI
* Hopefully make the universal build erroring not fail the build (does sometimes with delete-artifact)
* Update vcpkg version
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Mainly useful for those who want dark mode on Windows.
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- According to GBATek, all DSiWare games have a high title ID of 0x00030004
- Some homebrew apps set the Unitcode bits to DSi mode to enable support of DSi features
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stop failing if I remove it
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- This fixes a flickering bug in melonDS DS
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* First crack at ensuring the render thread doesn't touch GPU state while it's being serialized
* Get rid of the semaphore wait
* Add some extra fields into GPU3D's serialization
* Oops, TempVertexBuffer is already serialized
* Move vertex serialization into its own method
* Lock the GPU3D state when rendering on the render thread or serializing it
* Revert "Lock the GPU3D state when rendering on the render thread or serializing it"
This reverts commit 2f49a551c13934b9dc815bbda67a45098f0482a7.
* Add comments that describe the synchronization within GPU3D_Soft
- I need to understand it before I can solve my actual problem
- Now I do
* Revert "Revert "Lock the GPU3D state when rendering on the render thread or serializing it""
This reverts commit 1977566a6d8671d72bd94ba4ebf832c3bf08933a.
* Let's try locking the GPU3D state throughout NDS::RunFrame
- Just to see what happens
* Slim down the lock's scope
* Narrow the lock's scope some more
* Remove the lock entirely
* Try protecting the GPU3D state with just a mutex
- I'll clean this up once I know it works
* Remove a duplicate method definition
* Add a missing `noexcept` specifier
* Remove an unused function
* Cut some non-hardware state from `GPU3D`'s savestate
* Assume that the next frame after loading a savestate won't be identical
* Actually, it _is_ worth it
* Don't serialize the clip matrix
- It's recalculated anyway
* Serialize `RenderPolygonRAM` as an array of indexes
* Clean up some comments
- I liked the dialogue style, but oh well
* Try restarting the render thread instead of using the lock
- Let's see what happens
* Put the lock back
* Fix some polygon and vertex indexes being saved incorrectly
- Taking the difference between two pointers results in the number of elements, not the number of bytes
* Remove `SoftRenderer::StateBusy` since it turns out we don't need it
- The real synchronization was the friends we made along the way
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