Commit graph

6133 commits

Author SHA1 Message Date
Unknown W. Brackets
f7424c6671 Validate the psmf address in scePsmfSetPsmf().
Just to prevent crashes, don't think it's happening anyway.
2014-05-15 01:11:50 -07:00
Unknown W. Brackets
16f08cfde0 Oops, always grab the first, not latest, audio pts.
In case it wraps around.
2014-05-15 01:09:38 -07:00
Unknown W. Brackets
a5e374fc57 Only warn when getting pts without any frame yet. 2014-05-15 00:30:06 -07:00
Unknown W. Brackets
e522eea2b4 Improve psmf seek perf and audio sync. 2014-05-15 00:28:54 -07:00
Unknown W. Brackets
a429e5f8d6 Defer psmf seeking to Update() calls, use epmap.
This improves performance significantly.
2014-05-15 00:14:27 -07:00
Unknown W. Brackets
b0ebcfd087 Allow creating a Psmf from non-PSP RAM.
This way we can reuse the epmap reading code, etc.
2014-05-15 00:10:01 -07:00
Unknown W. Brackets
2042672ec7 Correct the audio pts from the actual stream data.
Before, we would just increment it and hope we were right.  There's no
reason we'd be wrong, but with seeking we have to be more careful.
2014-05-15 00:05:40 -07:00
sum2012
4ae98826e1 Increase sceUtilityLoad(unload) AvModule
I want do more research of #5993
2014-05-14 15:32:15 +08:00
Unknown W. Brackets
8404a52ab9 Fix typo in scePsmfPlayerStart() rewind. 2014-05-12 07:33:00 -07:00
Unknown W. Brackets
0e781cd053 Fix ranged mpeg memchecks, oops. 2014-05-11 21:52:15 -07:00
Unknown W. Brackets
578e4e049b When psmfplayer video is behind audio, skip frames.
This is what the PSP does.  Basically the audio pts drives sync.
2014-05-11 21:51:28 -07:00
Unknown W. Brackets
3205964204 Validate and support stream params in psmfplayer. 2014-05-11 14:23:14 -07:00
Unknown W. Brackets
66a480ba95 scePsmfPlayerStart() can also rewind. 2014-05-11 14:23:13 -07:00
Unknown W. Brackets
9c0bc32f52 Add support for initPts in scePsmfPlayerStart().
It won't be super speedy though, could more ideally do it on the calls to
Update()...
2014-05-11 14:23:13 -07:00
Unknown W. Brackets
5a04fc23a3 Improve error handling in scePsmfPlayerStart(). 2014-05-11 14:23:12 -07:00
Henrik Rydgård
c0e13bf38d Merge pull request #5888 from raven02/patch-5
Delay thread for sceMp3Decode()
2014-05-08 16:14:01 +02:00
Henrik Rydgård
155dcee5a6 Merge pull request #5975 from raven02/patch-32
Audio : add low/medium/high audio latency mode
2014-05-08 11:00:01 +02:00
Henrik Rydgård
55f9e8619d Merge pull request #5968 from sum2012/sceUtility
Avoid duplicate logging in sceUtility*GetStatus
2014-05-08 10:54:05 +02:00
Henrik Rydgard
89fbe8f761 Reduce some logspam 2014-05-08 10:40:58 +02:00
Henrik Rydgård
fcaaedebbd Merge pull request #5951 from raven02/patch-23
Medium quality mode for spline patch
2014-05-06 23:05:27 +02:00
Unknown W. Brackets
6ccae8f5a7 x86jit: Use a faster safemem fallback.
Really helps performance in games that use uncached addresses a lot,
without really impacting performance of most games which don't.

Of course, fastmem is faster.
2014-05-06 08:05:12 -07:00
Unknown W. Brackets
80cc9d8c0e Mirror memory for VRAM mirrors.
For a long time we've done this with GetPointer() only, but it's better if
it's the same for all methods of memory access.

Technically, we should do the swizzling (and also swizzle the depth data in
softgpu), but there's no indication games depend on this, and GetPointer
would need changes anyway.
2014-05-06 00:45:47 -07:00
The Dax
086d97516d Fix a couple ARM VFPU flags.
Unknown's explanation:
LO means Lower (unsigned), but for floats, it means "Less than".
LT means Lower (signed), but for floats it means "Less than OR unordered".
ARM docs at http://infocenter.arm.com/help/topic/com.arm.doc.dui0068b/Chdhcfbc.html explain the following:
LE means Signed less than or equal, and for floats it means "Less than or equal, or unordered".
LS means Unsigned lower or same, but for floats, it means "Less than or equal"
2014-05-04 22:37:41 -04:00
Henrik Rydgård
dd10207666 Merge pull request #5983 from raven02/patch-34
Fixes #5779 with new PSPScreenShotDialog class
2014-05-04 23:56:28 +02:00
Henrik Rydgård
48add13a59 Merge pull request #6014 from unknownbrackets/debugger
Skip an error, add memchecks, upgrade old symbol maps
2014-05-04 11:19:14 +02:00
Unknown W. Brackets
95dcadb6ae Ignore when a proxied block points to erased mem.
Happens for example when a new module is loaded, sometimes.
2014-05-04 01:25:19 -07:00
Unknown W. Brackets
c3a6092e26 Upgrade symbolmaps with module address info.
This fixes some issues with jit replacement only if you had a map laying
around.
2014-05-04 01:24:18 -07:00
Unknown W. Brackets
4706876809 Add memchecks for ELF loading.
Helps in games that use modules.
2014-05-04 01:22:57 -07:00
Unknown W. Brackets
61320ff70f Respect dstSize and truncate in ccc string conv.
All of these funcs were not null terminating, oops.  And they were also
ignoring dstSize, so if the game specified one it would overflow.
2014-05-03 13:22:45 -07:00
raven02
8ed82f3d25 Fixes #5779 with new PSPScreenShotDiag class 2014-04-30 19:28:05 +08:00
Henrik Rydgård
9164e70ae6 Merge pull request #5987 from unknownbrackets/multithread
Fix another race in multithread, and ge sync
2014-04-29 09:23:35 +02:00
Unknown W. Brackets
e08fbfd0af Fix hang on stop before run w/ multithreading.
And clarify logic.
2014-04-28 23:42:17 -07:00
Unknown W. Brackets
d97c229eaf Fix IsOnSeparateCPUThread(), was always false.
Erp, because of detach().
2014-04-28 23:22:46 -07:00
Unknown W. Brackets
f052778c2d Unlock reslts before scheduling.
To prevent deadlock while debugging with events all running sync.
2014-04-28 22:32:34 -07:00
Unknown W. Brackets
effcee475b Fix another race condition.
If EVENT_FINISH is received, but coreState is still CORE_RUNNING and the
thread is still enabled, it would hang.  Makes more sense to wait for
events before processing them anyhow...
2014-04-28 22:12:33 -07:00
Unknown W. Brackets
4d665b5e7a Fix replacement funcs in the interpreter. 2014-04-28 08:01:13 -07:00
Henrik Rydgård
c625ee169f Merge pull request #5970 from raven02/patch-28
Stub SysMemUserForUser_ACBD88CA/945E45DA
2014-04-28 09:47:21 +02:00
raven02
9806b46586 Fix space issues 2014-04-28 15:30:32 +08:00
Henrik Rydgård
30bf519e2c Merge pull request #5973 from raven02/patch-30
Move POWER_VMEM_IN_USE to sceKernel.h
2014-04-28 09:22:02 +02:00
Henrik Rydgård
7fd84046a4 Merge pull request #5977 from unknownbrackets/psmfplayer
Fix video flicker, add memchecks and detect no audio better
2014-04-28 09:21:46 +02:00
Henrik Rydgård
56018fb057 Merge pull request #5979 from unknownbrackets/multithread
Fix deadlock in multithreading
2014-04-28 09:13:53 +02:00
Unknown W. Brackets
ed6ea61283 Fix deadlock in multithreading.
Fixes #5971.
2014-04-27 15:52:36 -07:00
Unknown W. Brackets
27fbf4c90e Don't return video/audio the first couple frames.
Fixes issues where games don't expect audio to be written to the display
buffer for the first couple games.  Reported to fix #5416.
2014-04-27 13:02:03 -07:00
Unknown W. Brackets
f9a81c8691 Allow smaller psmfplayer buffer sizes.
Some libpsmfplayer.prx libraries allow smaller.
2014-04-27 10:25:51 -07:00
Unknown W. Brackets
647d6c0960 Invalidate when writing video image.
It is required to update the framebuffer, of course.  Fixes Dead or Alive
video flicker.
2014-04-27 08:23:42 -07:00
raven02
e9815052f1 Stub SysMemUserForUser_ACBD88CA/945E45DA 2014-04-27 23:20:18 +08:00
raven02
eda3d48d53 Switch to low/medium/high audio latency mode 2014-04-27 22:11:26 +08:00
raven02
21e4dc60eb Move POWER_VMEM_IN_USE to sceKernel.h 2014-04-27 20:50:11 +08:00
Henrik Rydgård
4eb7991530 Merge pull request #5926 from raven02/patch-15
sceAtrac: set buffer size when game ask for remain frames
2014-04-27 12:29:48 +02:00
raven02
80cff2dca4 Workaround scePauth_F7AA47F6() 2014-04-27 17:26:40 +08:00