46062 Commits
Author SHA1 Message Date
Scott Mansell a1e636d72c Merge pull request #14837 from iwubcode/dolphin_texture_refactor_2
VideoCommon: separate out reinterpret and palette texture creation from rendering
2026-09-01 16:47:42 +12:00
iwubcode 9263f6b7c6 VideoCommon: separate out reinterpret and palette texture creation from rendering 2026-08-31 19:51:30 -05:00
Dentomologist 1fd7f35218 Merge pull request #14818 from JoshuaVandaele/gridview-title
GameList: Enable word wrap in grid view
2026-08-29 21:51:10 -07:00
JosJuice 5508158a77 Merge pull request #14746 from PhobosAnomaly666/patch-1
Add Gecko code for Star Fox Adventures (Retroachievements)
2026-08-29 13:54:54 +02:00
JosJuice dfe15b9e24 Merge pull request #14824 from JosJuice/save-controller-to-dtm
Core: Fix controllers resetting when starting input recording
2026-08-29 11:20:54 +02:00
JosJuice 30c9669d7b Merge pull request #14750 from tom-pratt/netplay-controller-mapping
Android: Netplay controller mapping
2026-08-29 11:19:47 +02:00
JosJuice 9b50b88d2e Merge pull request #14829 from TorresOwO/fix-skylanders-crash-13956
Android: Fix Crash when loading Skylanders file
2026-08-29 11:15:38 +02:00
JMC47 28adf6dd88 Merge pull request #14831 from tom-pratt/netplay-crash-pre-api31
Fix netplay crash on pre API 31 devices
2026-08-28 21:19:23 -04:00
Tom Pratt 0bca7edf20 Fix netplay crash on pre API 31 devices
TypedArray doesn't implement AutoCloseable on older devices so .use{} caused a crash.

It turned out the special handling for background colours was unnecessary anyway.
2026-08-28 14:11:50 +02:00
JMC47 4f8af23db5 Merge pull request #14718 from JosJuice/android-vibration-length
Android: Make vibration length variable
2026-08-27 12:48:49 -04:00
Sergio Torres b1e360e1e4 Android: Use OpenDocument for NFC figures and fix crash (Fixes #13956)
- Switch from ActivityResultContracts.GetContent() to OpenDocument()
  which restores ACTION_OPEN_DOCUMENT behavior, granting write access
  to file descriptors opened in C++ via ContentHandler.openFd().
- Replace unsafe force-unwraps (!!) in EmulationActivity with null checks.
2026-08-26 00:49:43 +02:00
JosJuice 26d5cd38bd Merge pull request #14825 from DacoTaco/fixes/Ancast
DolReader: correctly save section index of ancast
2026-08-25 21:24:09 +02:00
Tom Pratt e6f5516ad7 Android controller mapping UI
UI for assigning netplay players to gamecube ports and wii remotes.
2026-08-24 19:36:00 +02:00
Tom Pratt df4c394fc3 Netplay PlayerTable fixes
- Improve the column measurement logic so it updates the column width when text changes.
- Use matchParentSize on the clickable target in OutlinedBox so that it is clickable when the OutlinedBox contains contents with dynamic height.
2026-08-24 19:36:00 +02:00
Tom Pratt 3236c634d9 Add functionality to get and set controller mappings in Android 2026-08-24 19:36:00 +02:00
JosJuice dcf9ca05db Core: Fix controllers resetting when starting input recording
200e26c added controller handling to MovieConfigLayerLoader's
LoadFromDTM but not SaveToDTM. This caused a regression. When starting a
new input recording, MovieManager::BeginRecordingInput calls SaveToDTM,
which doesn't set the controller values in the DTM header to anything.
Then it loads the newly created movie config layer, causing LoadFromDTM
to be called, which in turn causes zeroed out controller values to be
loaded from the DTM header. This leaves the player with all controllers
set to None, making it impossible to control the game.

To fix this, let's move the saving of controllers from
MovieManager::SaveRecording to ConfigLoaders::SaveToDTM.
2026-08-24 18:45:27 +02:00
DacoTaco a8cc19decc DolReader: correctly save section index of ancast 2026-08-24 15:16:42 +02:00
JMC47 123d32248e Merge pull request #14736 from tom-pratt/wii-controller-netplay
Auto assign wii controllers in netplay
2026-08-23 12:58:47 -04:00
JosJuice 474fa6e6f2 Merge pull request #14742 from Simonx22/android/settings-search-next
Android: Add global settings search
2026-08-23 12:19:09 +02:00
JosJuice b3d74ab602 Translation resources sync with Transifex 2026-08-22 20:36:20 +02:00
JMC47 f89cd671bf Merge pull request #14823 from JosJuice/gameini-pokemon-channel
GameSettings: Set texture cache accuracy for Pokémon Channel
2026-08-22 11:46:07 -04:00
JosJuice 3073c9fa41 GameSettings: Set texture cache accuracy for Pokémon Channel
This game contains a special episode of the Pokémon anime as an FMV.
When playing it, if only a tiny part of the image has changed between
frames, Dolphin's texture hashing can fail to notice that anything
changed, or it can notice that the chroma changed but not the luma, or
vice versa.

512 samples reduces the problem but doesn't get rid of it entirely, but
with 2048 I'm unable to see the problem.
2026-08-22 15:52:41 +02:00
OatmealDome 38e70fda65 Merge pull request #14800 from dreamsyntax/winupdater-vcredist
Require VS2026; Update Redist WinUpdater Pulls
2026-08-20 22:02:49 -04:00
Admiral H. Curtiss 46e38d28fa Merge pull request #14821 from SuperSamus/mmu-try-read-non-integral-fixup
MMU: Fix non-integral HostTryRead not passing space
2026-08-19 23:26:06 +02:00
Martino Fontana 591aa07b93 MMU.h: Remove useless consts in declarations
Since the issue solved by the previous commit was spotted with clang-tidy, let's also fix its other complaints.
https://clang.llvm.org/extra/clang-tidy/checks/readability/avoid-const-params-in-decls.html
2026-08-19 21:14:58 +02:00
Martino Fontana 2944fd26e3 MMU: Fix non-integral HostTryRead not passing space
Randomly spotted. Didn't test, but it was obviously wrong.
Fixes regression from 8a97ce9124.
2026-08-19 21:12:10 +02:00
JMC47 2366c4e343 Merge pull request #14820 from SuperSamus/symbol-search-fix
Debugger: Fix symbol search speed
2026-08-19 13:26:47 -04:00
Martino Fontana e407f178ba Debugger: Fix symbol search speed
Having Qt query a setting for every symbol isn't efficient.
Fixes regression introduced by #13216.
2026-08-19 10:21:48 +02:00
Admiral H. Curtiss a795eaf01d Merge pull request #14733 from DacoTaco/fixes/dolalignment
DolReader: Don't error on dol section alignment on Wii
2026-08-18 23:15:47 +02:00
DacoTaco aabde19114 DolReader: Don't error on dol section alignment on Wii 2026-08-18 23:03:17 +02:00
Joshua Vandaële fc69f9231a GameList: Enable word wrap in grid view 2026-08-16 16:11:25 +02:00
Phobos 0901c6dbe5 Add Gecko code (Increased LoD Range) for Star Fox Adventures (Retroachievements) 2026-08-16 14:17:58 +02:00
JosJuice fa61f77fed Merge pull request #14259 from Reonu/pikmin_wii_no_blur_gecko_code
GameINI: Add Disable Blur code for Pikmin 1 Wii
2026-08-16 11:52:36 +02:00
JosJuice a9c36ee2ef Merge pull request #14735 from tom-pratt/dual-core-warning
Android: Dual core warning when hosting netplay
2026-08-16 11:05:39 +02:00
Tilka 54070da585 Merge pull request #14813 from tygyh/DSP-Fix-Off-by-one-clamping-error
DSP: Fix `Off-by-one` clamping error
2026-08-14 21:28:39 +01:00
Dr. Dystopia f65180fa91 DSP: Fix Off-by-one clamping error 2026-08-13 08:41:37 +02:00
OatmealDome 4ff214cdd2 Merge pull request #14808 from phire/ZeldaHLE_overflow
Fix stack overflow in ZeldaHLE
2026-08-10 21:45:52 -04:00
Scott Mansell 53cd8ffa3f Fix stack overflow in ZeldaHLE
Independently spotted by both @Dentomologist and me while reviewing
PR #14805
The previous limit was correct for valid VPBs, but an invalid VPB
controlled by a malicious game could contain a non-fractional value
in current_pos_frac, which would allow writing an extra 15 samples
(30 bytes) into the stack. With AFC encoding, this is rounded up to 16
samples, but with much less control over which bytes are written.

Maybe we should be doing some validation, or bounds checking, but I'm
pretty sure this issue was copied from the original ucode, and we kinda
want to stay compatible.

The simpler fix is to just increase the size of raw_input_samples.
I've checked other code paths, and 0x514 samples seems to be the limit.
2026-08-11 12:30:54 +12:00
OatmealDome 54a651074c Merge pull request #14805 from Tilka/zelda_oob
DSPHLE/Zelda: prevent out-of-bounds stack read
2026-08-10 17:15:35 -04:00
JMC47 3450298af0 Merge pull request #14583 from jordan-woyak/gamesettings-deadly-creatures
GameSettings: Add CPU overclock to work around long black screen on boot in "Deadly Creatures".
2026-08-10 16:30:39 -04:00
Tillmann Karras ce85da6b96 DSPHLE/Zelda: prevent out-of-bounds stack read
Reported by @RickdeJager.
2026-08-09 15:56:21 +01:00
Scott Mansell 216ffb4581 Merge pull request #14803 from Andy1210/fix/bbox-memorybarrier-mainline
VideoBackends/OGL: Don't call glMemoryBarrier without ARB_shader_image_load_store
2026-08-09 15:12:01 +12:00
JosJuice cd3ea81462 Merge pull request #14767 from JosJuice/state-nand-open-file
IOS/FS: Fix loading savestate when files are open
2026-08-08 13:02:54 +02:00
Dentomologist f42c349c32 Merge pull request #14802 from phire/fallthrough_warnings
Enable Fallthrough warnings
2026-08-08 01:21:25 -07:00
Scott Mansell 94eceb35e8 Enable fallthrough warnings for msvc++ 2026-08-08 13:18:32 +12:00
Scott Mansell 02bffba368 Enable implicit fallthrough warnings for gcc/clang 2026-08-08 13:18:32 +12:00
Scott Mansell a6cf98332b Fix fallthough in CodeView/MemoryView widgets
This slightly changes the behaviour, but I think this is more correct.
2026-08-08 13:18:32 +12:00
Scott Mansell 7de31b291e Fix missing break in BluetoothRealDevice
Minor behaviour change, prevents an erroreous error log
2026-08-08 13:16:57 +12:00
Scott Mansell ca33c38afd Add missing breaks (no behaviour change) 2026-08-08 13:14:06 +12:00
Andy1210 21ace56160 VideoBackends/OGL: Don't call glMemoryBarrier without ARB_shader_image_load_store
glMemoryBarrier comes from ARB_shader_image_load_store, so on a desktop context
below GL 4.2 the pointer is null. bSupportsBBox is set from
bSupportsFragmentStoresAndAtomics, which such a driver can still have, so saving
a state reads the bounding box and calls a null pointer.

UsePersistentStagingBuffers() in OGLTexture.cpp already guards the same call with
bSupportsImageLoadStore.
2026-08-07 17:09:46 +02:00