Dolphin Git changelog:================
Version 3.5.604
Изменения:=============
Dolphin needs to be restarted before playing back a wiimote movie, so let's suggest that instead of giving an unhelpful error message.
Fix a typo.
Wow, I'm dumb. Fix mismatched set/get.
Fix a potential issue when someone has a CPU core that isn't available on that host set in the INI file, it would just fail out. Now it defaults to interpreter.
Add a comment about Qualcomm in load stores.
---------------------
Version 3.5.606
Изменения:=============
Update pot file for recent string changes in the code.
Update translations from transifex. Also add the transifix client configuration directory to gitignore.
---------------------
Version 3.5.607
Изменения:=============
Rebase ArmEmitter on PPSSPP's base. The loadstores are making my heart cry at this point.
---------------------
Version 3.5.644
Изменения:=============
Changes/cleanup to TextureCache::Load and other mipmap related code.
The significant change is what is now line 520 of TextureCacheBase.cpp:
((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1)
to
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
Fixes issue 5328.
Fixes issue 5461.
Reduce some DI command delays. Fix DKCR hanging with DSP HLE. My other games continue to work.
Video_Software: Fix ZComploc option breaking stuff.
Video_Software: Fix the ZFreeze option doing nothing.
Video_Software: Toggable zfreeze and early_z support for testing.
---------------------
Version 3.5.646
Изменения:=============
decrease d3d vertex buffer size
Update gameini database according to changes after the FIFO - BP Merge. Remove Fastdiskspeed from various games that no longer need it. Enable dual core and gpu thread synch option for F-Zero GX and Rayman Raving Rabbids. They are both a bit faster now compared to single core (about 20%) and without stability issues when dual core was enabled.
---------------------
Version 3.5.651
Изменения:=============
Add a new WriteNewStoreOp emitter function for beginning of rewrite of the Arm Emitter LoadStores. Will finish when I have the hardware in front of me to test on.
Fix dup Option and move one to the top where it belongs in the CMake file.
Used the scheduler to generate the interrupt for IPC. Fixes the ES_LAUNCH games.
All the cool kids hard code string lengths.
Allow playing movies from command line. Also remove some unneeded code.
---------------------
Version 3.5.653
Изменения:=============
Prevent the render window from spawning off screen.
Really clean up all the emitter loadstores on ARM. If a ARM device supports VFPv4, then it supports IDIVA, so handle that in CPUDetect.
---------------------
Version 3.5.658
Изменения:=============
PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation.
VideoSoftware: Do not clear the depth buffer on EFB copy clears when depth writing is disabled.
Beginning of VFP cleanup. Will finish when I have the hardware in front of me.
Actually set the bIDIVa value in the ARM CPUDetect.
Fixed the Windows 32bit debug build.
---------------------
Version 3.5.1026
Изменения:=============
- GLSL: fix nfs-hp2
- Merge branch 'GLSL-master'
Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend.
It just began with simple changes which aren't supported on osx.
They either support ogl2 OR ogl3 core, but mixing isn't allowed.
As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either:
- OSX supports only GLSL100 which doesn't support our shaders.
- Vertex Array Objects are needed for ogl3, but not supported on ogl2
- immediate mode isn't supported any more, so we must implement vertex buffers
- uniform buffers are recommended as else we would need tons glUniform
- postprocessing shaders have to be converted to glsl
- lots of smaller outdated issues and bug fixes

Thanks at all for testing and at Sonic for converting all of our shaders to glsl130
And sorry for all upcoming bugs...
---------------------
Version 3.5.1045
Изменения:=============
Finish up VFP cleanup. A few more instructions are left for VFP, and a bunch of NEON ones if it will ever be used.
GLSL: also define pinned_memory in renderer.cpp
Remove an obsolete documentation file
Revert "Disable Vsync while holding tab to disable the frame limit."
Disable Vsync while holding tab to disable the frame limit.
GLSL: store and use exact ubo sizes
Fix converting the charset of an empty string. Thanks to MrData on the forums for reporting this issue.
remove some ogl error
fix software backend
GLSL: don't apply unsupported msaa settings
---------------------
Version 3.5.1053
Изменения:=============
Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.
Hide cursor in fullscreen mode on OSX fixes issue 3956
Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways.
Fix a typo in ArmEmitter noticed by LionCash.
Set GLES Tex2D function to texture2D, texture is only available in GLES3. Fix some tabs in the config file.
Reenable mulli and negx, seems to work fine.
---------------------
Version 3.5.1054
Изменения:=============
Short,sweet and fixes issue 5725
---------------------
Version 3.5.1060
Изменения:=============
Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Clean up some space/tab mismatches in DiscIO and InputCommon.
Missed a few clang compiler flags.
Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition.
GLSL: fix msaa egdes
Properly set the DMAState flag while ARAM DMA transfers are underway.
---------------------
Version 3.5.1061
Изменения:=============
more restrict disable of pinned memory, disable ubo for intel/mesa-9.1.1
---------------------
Version 3.5.1062
Изменения:=============
Gameini database update for Madagascar, Gladius, Mario Kart: Double Dash (intro video now plays), Fire Emblem (Wii), Kirby's Dream Collection Special Edition, King Kong.
---------------------
Version 3.5.1063
Изменения:=============
check for overflow vertex indices, fixes issue 6135
---------------------
Version 3.5.1067
Изменения:=============
Mark the Direct3D9 backend deprecated.
Prefer D3D11 and OpenGL over D3D9 by default.
Switch to using bitfields in the streambuffer class so we can exclude buggy streambuffer types. This disables pinned memory on ATI for GL_ELEMENT_ARRAY_BUFFER because it seems to be buggy. This fixes ATI for me.
Had this sitting around for a while to fix nogui.
---------------------
Version 3.5.1068
Изменения:=============
Fix description of disable fog, and move it to enhancements tab.
---------------------
Version 3.5.1084
Изменения:=============
- Fixed DSPTool build.
- Windows build fix
- Go back to assuming every HID device is a wiimote on Windows.
Fixed issue 6117.
Unfixed issue 6031.
- VideoSoftware: Improve fog range adjustment by using less magic and more comments.
- revert RasterFont for VideoSoftware
Backends shouldn't depend on each other. Here RasterFont depends on ProgramShaderCache, which itself depends on global config again ...
- ogl: fix virtual xfb
- Windows build fix from web interface...
- Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play.
Fixes issue 5938.
Fixes issue 6067.
---------------------
Version 3.5.1085
Изменения:=============
Array overrun fixed in VertexShaderCache for the DX11 plugin.
---------------------
Version 3.5.1086
Изменения:=============
Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds.
---------------------
Version 3.5.1088
Изменения:=============
Fixed issue 6119.
[DolphinWX] Remove a duplicate conditional in Frame.cpp
---------------------
Version 3.5.1089
Изменения:=============
Fix a slight leak in LogManager.
---------------------
Version 3.5.1090
Изменения:=============
Fix a slight leak in LogManager.
---------------------
Version 3.5.1099
Изменения:=============
Implement dual source blending to avoid unneeded alpha pass. this implementation does not work in windows xp (sorry no support for dual source blending there). this should improve speed on older hardware or in newer hardware using super sampling. disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly. remove the deprecation label from the plugin while I'm working on it.
VideoSoftware: Fail less at clamping.
Recommend Direct3D 11 or OpenGL instead of Direct3D 9.
Clean up blending code a bit.
buildfix for my last commit on Mac OSX
Small Blending logic fix for opengl backend
Removed some redundant code introduced in the last commit.
Rounded the loop addresses to the nearest 16bit value in the loop comparison.
OGL: enable buffersubdata in detection
---------------------
Version 3.5.1100
Изменения:=============
fixes for my last commit.
---------------------
Version 3.5.1101
Изменения:=============
Fix some strings for translation and update the pot file to include those strings once again.
---------------------
Version 3.5.1102
Изменения:=============
only apply vsync on changes.
---------------------
Version 3.5.1107
Изменения:=============
Disable dual source blend until a valid support test is found
Fix some typos and correct some capitalizations in the log messages.
Add retina display support for Mac.
Use a brute force approach to test for Dual source blend support. Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time. if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend. I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
Fix Intel Ironlake since it doesn't support version 120 of GLSL. I don't have Ironlake so it is hard to test. Dropping the shaders to version 120 worked here for me, ATI may be giving me some slack though.
---------------------
Version 3.5.1108
Изменения:=============
Some more logging typos and clarifications. Missed these in my last commit.
---------------------
Version 3.5.1120
Изменения:=============
More log elaborating. Final time I'm doing this.
Update function descriptions in GCPad.cpp and Wiimote.cpp
---------------------
Version 3.5.1123
Изменения:=============
- Probably a sloppy buildfix.
- Fix loading of "themes" with non-ascii character names.
Fixed issue 6189.
Why did GetUserPath return a non-const ref to string..?
- We can use unordered_map without pain now!
---------------------
Version 3.5.1158
Изменения:=============
Pull updated translations from Transifex.
Fix some more strings for translation, and update the catalog.
Suppress warnings.
Fix build on OS X
Merge branch 'new-ax-hle'
real buildfix
---------------------
Version 3.5.1159
Изменения:=============
Fix ARM building.
---------------------
Version 3.5.1164
Изменения:=============
Fix 32bit Linux. GCC's lrotl/lrotr instrinsic functions are 32bit when building for 32bit, we require 64bit at all times, so keep using our own instead.
D3D11: Fix glitched polygon edges when MSAA is enabled.
Fix GCC 4.8 compiling. GCC 4.8 now defines _rotl/_rotr/_lrotl/_lrotr.
Make the GUI show a translated "No audio output" sound backend string.
Fix ARM building.
---------------------
Version 3.5.1173
Изменения:=============
ogl: remove "Missing Extension" from osd
Fix for the hang after close caused by my previews perf queries commit. Sorry for that. fix issue 6205
OGL: use GLEW_ARB_debug_output in debug builds
Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp
Forced the exception check when the ARAM DMA transfer is between 32 and 320 blocks in size. Fixes Lost Kingdoms II.
---------------------
Version 3.5.1174
Изменения:=============
fix msaa detection.
---------------------
Version 3.5.1178
Изменения:=============
Adjusted the ARAM DMA transfer size again. Fixes the audio in the Sonic Mega Collection games.
Someone take my commit rights away.
Hastily committing untested code without making sure i didn't miss anything first? I would never!
Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.
---------------------
Version 3.5.1188
Изменения:=============
Merge branch 'real-wiimote-minor-fixes'
Quick fix to get Zelda: Wind Waker booting again.
Made the timing consistent between DSP HLE and DSP LLE. Fixes Lost Kingdoms II in DSP HLE mode.
Use an enum for efb scale values.
---------------------
Version 3.5.1189
Изменения:=============
Forced an exception check after an interrupt is generated by the DSP. Changed the timing back to 3ms/5ms periods, fixing the slowdown and garbled AX audio. Fixed Accurate VBeam emulation when DSP HLE audio is being used.
---------------------
Version 3.5.1197
Изменения:=============
Rename the "Disable Dest. Alpha Pass" option to "Disable Destination Alpha" (GUI-only).
Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
Look for wiimotes when "Continuous Scanning" is enabled even if a device using the MS stack is not found. Fixed issue 6215.
D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)
Allow enabling memory card writes for netplay clients, instead of just the server.
Allow disabling memory card writes in netplay.
Apply re07a91930df0 to the software renderer.
Bumped up the LLE period to 12600 as it seemed to be a bit more stable.
---------------------
Version 3.5.1201
Изменения:=============
Seriously, someone kill me.
Kill me now.
Remove an extraneous comment indicator from DebuggerPanel.cpp in DolphinWX.
Remove all tab/space mismatches from the DolphinWX project (at least 99%. I promise!)
---------------------
Version 3.5.1204
Изменения:=============
Track the real wiimote rumble state to drop outgoing rumble reports with no effect. This eliminates constant streams of reports in various games that constantly send audio reports. (Just Dance 2, DKCR, etc.) (Speaker data reports are converted to rumble reports when speaker data is disabled.)
ogl: support glsl120
ogl: one framebuffer per efb2tex texture
---------------------
Version 3.5.1208
Изменения:=============
NetPlay: Updated the "Alert" text. Removed the "?" button as it was useless. Sorted the game lists. Made wider the player list.
Update iso file cache version.
Fixed split WBFS file size display. (probably) Fixed issue 6222.
---------------------
Version 3.5.1211
Изменения:=============
ogl: fix single core crash
DolphinWX: Fail less at explaining what framelimit is doing.
VertexShaderGen: Fix a small GLSL regression in emboss mapping.
---------------------
Version 3.5.1226
Изменения:=============
GOOGLE CODE, STOP BEING CRAP please

Make debug builds use unicode, not multibyte.
Refactored the SystemTimers to allow for per-UCode timing. Fixes issue 6237.
ogl: remove GL_TRIANGLE_FAN on utils rendering
Merge branch 'primitive_restart'
---------------------
Version 3.5.1231
Изменения:=============
Good job Windows. Stop choosing the same names as I do.
Extend our OSD class to support callbacks on init, onframe, and shutdown.
Implement a few more store instructions on ARM
Fix fastmem on ARM
Merge in latest changes to ArmEmitter from the PPSSPP crew. Should fix the dumb random crashes I had from IOS icache clearing not initializing a value.
---------------------
Version 3.5.1234
Изменения:=============
Kill off dangling else's in the InputCommon project.
Really minor LogInfo consistency fix in ActionReplay.cpp.
Clean up most (99.99%) of the tab/space mismatches in the VideoSoftware project.
---------------------
Version 3.5.1244
Изменения:=============
Android Related - A tiny simplification/readability change for NativeListView.
Merge branch 'Android-trash' since it is no longer quite so trashy.
---------------------
Version 3.5.1246
Изменения:=============
Buildfix for the last commit.
Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
---------------------
Version 3.5.1249
Изменения:=============
Merge branch 'VBeam-fix'
---------------------
Version 3.5.1251
Изменения:=============
Make dolphin aware of disc revision numbers. Display them under game properties and use them in netplay. Patch by johnwchadwick. Fixed issue 6243.
Remove all tab/space mismatches from the Core project. For anyone working on a branch that heavily involves the core, I am so sorry.
---------------------
Version 3.5.1255
Изменения:=============
Lastly - new license header introduced to main Dolphin project. All done now.
New license header introduced to all Video based projects.
New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects.
New license header introduced to the Core project.
---------------------
Version 3.5.1264
Изменения:=============
Update the ant files to build the APK from terminal
Update translation files from Transifex, and update the pot file from the source code again.
Update AndroidManifest to v0.2
Android Clang doesn't support TLS, so do the same thing as OSX.
Fix clang building the std headers.
Clang uses __clear_cache instead of __builtin___clear_cache like GCC
Adjust some files being built or not to fix clang on Android.
Update libpng to 1.2.50 so it can be built with Clang 3.2
---------------------
Version 3.5.1267
Изменения:=============
Enforce landscape view since rotations cause huge issues atm.
Fix a bunch of random typos in comments and logging.
Add a fastmem option for enabling and disabling fastmem at runtime.
---------------------
Version 3.5.1270
Изменения:=============
Allow runtime setting of fastmem in ARM and disable since it seems to be causing issues again. Cortex-A9 only?
Fix a build issue with options -DUSE_EGL=True -DUSE_GLES=True
Fix making the config directory so copying over assets won't fail.
---------------------
Version 3.5.1282
Изменения:=============
Merge branch 'dspjit'
---------------------
Version 3.5.1289
Изменения:=============
Missed a few asset copies
Generally make the Android UI better.
Add SimonVT's android-menudrawer. This will be used in the menu interface for Dolphin Android.
Have our EGL interface use our logging functions.
Add Swedish to Windows build system.
Add Swedish translations.
Fix parameter naming in DSPEmulator.h. Should be "HLE" in CreateDSPEmulator's prototype, not "LLE".
---------------------
Version 3.5.1290
Изменения:=============
Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.""
---------------------
Version 3.5.1297
Изменения:=============
glew1.8 debug build fix
Change Android project name to dolphin emulator
Remove something that slipped through the last commit.
[Android] WINDOW_SERVICE should be accessed statically.
Probably breaks a "fixed" issue..
Formatting cleanup for VideoCommon.
ES needs to handle it's own reply. pDevice was being used after free otherwise.
---------------------
Version 3.5.1298
Изменения:=============
Removed the old Accurate VBeam emulation setting from the game ini's.
---------------------
Version 3.5.1301
Изменения:=============
Back to broken ES_launch but 4 wiimotes working.
Update before enqueue.
---------------------
Version 3.5.1303
Изменения:=============
Apparently we can't trust m_strVideoBackend on osx.
Show video backend and audio engine in title bar.
---------------------
Version 3.5.1307
Изменения:=============
Merge branch 'fix-linux-win-resize'
Apparently we can't trust m_strVideoBackend on osx.
---------------------
Version 3.5.1309
Изменения:=============
Don't exit when bluetooth support is not available on Windows.
---------------------
Version 3.5.1311
Изменения:=============
Merge remote-tracking branch 'John-Peterson/state'
---------------------