Commit graph

12936 commits

Author SHA1 Message Date
Henrik Rydgard
f285b12dcf Make strcpy_limit slightly more sane. 2014-04-13 23:43:32 +02:00
Henrik Rydgard
c9eb4a1916 VFSFileSystem too 2014-04-13 23:34:08 +02:00
Unknown W. Brackets
4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Henrik Rydgard
a53ecd7da3 More elegant way of solving #5839 (d_private in sceIoDread)
We flag filesystems as being FAT32 instead of checking for "ms0:".
2014-04-13 23:22:17 +02:00
Henrik Rydgård
ee4c464305 Merge pull request #5870 from VIRGINKLM/master
Blacklist GLTools (Chainfire3D-like app for 3.0+)
2014-04-13 22:37:20 +02:00
Klimis Ioannidis
a758781544 Blacklist GLTools (Chainfire3D-like app for 3.0+) 2014-04-13 23:25:56 +03:00
Henrik Rydgård
1b30c5b212 Merge pull request #5869 from unknownbrackets/texcache
Avoid rehashing an unchanged texture
2014-04-13 22:21:44 +02:00
Unknown W. Brackets
2f72da8087 Don't dirty the texture on texmapenable.
Tales of Phantasia X flips on and off texturing during battle transitions.
This causes tons of needless rehashes.
2014-04-13 13:19:35 -07:00
Unknown W. Brackets
b6dc7eba8b Simplify texture status checks a bit. 2014-04-13 13:19:35 -07:00
kaienfr
6db28f0691 more cleanup 2014-04-13 21:42:46 +02:00
kaienfr
d5e583ee14 correct some comments. 2014-04-13 21:15:41 +02:00
kaienfr
ba34b211f1 Support sceMp3LowLevel*
Gundam G custom BGM is supported now :)
2014-04-13 21:11:04 +02:00
Henrik Rydgård
74fcde8b1f Merge pull request #5867 from unknownbrackets/gpu-minor
Avoid diff checks in ExecuteOpInternal, check in runloop
2014-04-13 20:11:27 +02:00
Unknown W. Brackets
f2ff8544c7 Don't check diff in ExecuteOpInternal().
Since it's not called if !diff, there's no need.  Small performance
improvement.
2014-04-13 10:25:14 -07:00
Unknown W. Brackets
e780a645cb Use the FLAG_EXECUTEONCHANGE flag.
Improves fps by 1-3% in some games, seems to be a win after all.
2014-04-13 10:23:21 -07:00
Unknown W. Brackets
22a80fb7be softgpu: Avoid multithreading thin polygons.
Small performance improvement (5-6% in some areas.)
2014-04-13 09:01:14 -07:00
Unknown W. Brackets
0d59fc0d2e Oops, forgot to reset the frame when unchanged.
Fixes #5861.
2014-04-13 08:15:48 -07:00
Henrik Rydgård
36b8ed8a27 Mac buildfix 2014-04-13 17:14:45 +02:00
kaienfr
74476ad328 Merge remote-tracking branch 'origin/master' into Universal_Audio_Branch 2014-04-13 15:06:41 +02:00
Henrik Rydgård
e8d0cc6c89 Merge pull request #5865 from raven02/patch-1
Only write d_private for memory stick
2014-04-13 15:00:43 +02:00
kaienfr
4eedd7a3cd Merge remote-tracking branch 'origin/master' into Universal_Audio_Branch 2014-04-13 14:39:56 +02:00
kaienfr
7ef2678cc9 Update sceAac module in using universal audio context class (AuCtx) 2014-04-13 14:38:42 +02:00
raven02
6fb2934a6e Only write d_private for memory stick 2014-04-13 20:10:47 +08:00
Henrik Rydgård
c7aafadfb1 Merge pull request #5862 from raven02/patch-2
Put in parameters for sceMp3LowLevelInit/Decode
2014-04-13 12:24:36 +02:00
raven02
3a0b17a50f Put in parameters for sceMp3LowLevelInit/Decode 2014-04-13 17:18:18 +08:00
Henrik Rydgård
9bcb2f3a0e Merge pull request #5859 from raven02/patch-1
Implement in-shader ABSDIFF blending mode
2014-04-13 10:18:59 +02:00
Henrik Rydgård
cb3db6ada4 Merge pull request #5854 from unknownbrackets/fbo-sizing
Try to improve FBO sizing
2014-04-13 10:16:23 +02:00
raven02
a9d7be1eab Should be id0 2014-04-13 16:13:59 +08:00
raven02
f1254c79ed Turn off regular alpha blending 2014-04-13 16:03:50 +08:00
raven02
e358a6dcbe Handle ABSDIFF blending mode using GL_EXT_shader_framebuffer_fetch 2014-04-13 16:01:55 +08:00
Henrik Rydgård
09c99fcd64 Merge pull request #5857 from raven02/patch-1
Regression fix #5769
2014-04-13 09:39:25 +02:00
Unknown W. Brackets
f462721394 Rather than only enlarging, watch for persistence.
If the game keeps using something at a new size, we know it's time to make
some adjustments.
2014-04-12 23:12:35 -07:00
raven02
568b14f890 Regress fix https://github.com/hrydgard/ppsspp/issues/5769 2014-04-13 13:58:34 +08:00
Unknown W. Brackets
1a53be45cc When uploading video pixels, detect w/h by size.
Sometimes the framebuffer size is incorrect, but kinda works... but this
is a problem for the video.  Using the size gets us better.

In Wild Arms XF, the framebuffer is 512x512, but that's not right.  It's
clear it should be 480x272.
2014-04-12 22:02:47 -07:00
Unknown W. Brackets
1f76adb7a3 If a larger framebuffer is needed, upgrade it once.
This should prevent issues where it gets larger and smaller like in the
past.
2014-04-12 20:46:38 -07:00
Henrik Rydgård
f2bf8df3cd Merge pull request #5853 from sum2012/soft-gpu
Avoid unknown get pointer in Rasterizer.cpp
2014-04-13 01:15:47 +02:00
Unknown W. Brackets
dde2f3ade6 Re-replace functions after loading a savestate.
Might need to clear before saving too... anyway, this makes testing a bit
easier for certain areas.

Also, correctly decrease downcount on x86.
2014-04-12 15:49:20 -07:00
sum2012
fa1b65fd59 Avoid unknown get pointer in Rasterizer.cpp
Find in #5350 in softgpu
2014-04-13 06:45:46 +08:00
Henrik Rydgård
d67f91d899 Merge pull request #5841 from unknownbrackets/ge-signals
Improve sync and pause GE signal handling
2014-04-12 23:40:27 +02:00
Henrik Rydgård
9aa0bb317d Merge pull request #5851 from unknownbrackets/stdout-intr
Don't reschedule when writing to stdout.
2014-04-12 23:38:42 +02:00
kaienfr
e25bc6908a Fix nonsmooth sound issue and incomplete frame at the end of source and pcm buffers.
using a std::string to save the source buffer, and changing the loading strategy so as we will not get any incomplete frame.
2014-04-12 23:16:38 +02:00
Unknown W. Brackets
d247a7def6 Don't reschedule when writing to stdout.
Let's still capture the output, though.
2014-04-12 13:21:35 -07:00
Unknown W. Brackets
829f70dacd Initialize textStart/textEnd for fake modules.
Otherwise we try to unload random memory, sometimes this breaks weird
things.
2014-04-12 13:09:33 -07:00
kaienfr
d5c1d58506 Audio Speed Hack (fill pcm buffer)
Dead or alive will be better to using this hack, but some other games will be too fast.
So, it's optional.
2014-04-12 17:16:31 +02:00
kaienfr
976c9bbfdc Fix Dead and live freezing issue.
Just a typo in sceMp3 when using the universal class.
2014-04-12 15:46:35 +02:00
kaienfr
b3a7568811 change the way in AuGetInfoToAddStreamData and AuNotifyAddStreamData.
readPos and available buffer is firstly updated in AuGetInfoToAddStreamData then notified in AuNotifyAddStreamData.
Since, some games as Dead and alive may not call NotifyAddStreamData after GetInfoToAddStreamData
2014-04-12 14:54:25 +02:00
kaienfr
c6ed59ec0b Merge branch 'Mp4_branch' into test_branch
Conflicts:
	Core/HW/SimpleAudioDec.cpp
	Core/HW/SimpleAudioDec.h
2014-04-12 12:08:46 +02:00
kaienfr
54f812c867 Merge remote-tracking branch 'origin/master' into Mp4_branch 2014-04-12 11:53:54 +02:00
kaienfr
5a8735d009 minor changes to improve latency in aac playing base on 3a12cf2ad7.
Test on Fortix even better than before.
2014-04-12 11:53:20 +02:00
Henrik Rydgård
b4244fb4d9 Merge pull request #5842 from unknownbrackets/hashmap
Fix hashmap crashes with games that load modules
2014-04-12 11:33:23 +02:00