Henrik Rydgård
f4e489ee50
Fix minor oversight
2019-06-02 17:49:21 +02:00
Henrik Rydgård
55b4b4b9e3
Style fix
2019-06-02 16:22:19 +02:00
Henrik Rydgård
6fd40332fd
JitDisable: Add option to disable regalloc across instructions (flush after every instruction)
2019-06-02 16:06:10 +02:00
Henrik Rydgård
efa1406d8f
VS2017: Add hack to automatically select the newest installed Windows 10 SDK. VS2019 already does this by default if you specify 10.0.
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Should hopefully fix the buildbot.
2019-05-19 15:23:25 +02:00
driver1998
0e9f53c8b4
UWP Window resizing support
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this correctly resize the render view when the Window is resized
2019-05-13 15:43:11 +08:00
Henrik Rydgård
a59099e1bf
Oops, fix the D3D9 fallback
2019-05-11 06:36:28 +02:00
Henrik Rydgård
ff65b813d9
Assorted warning fixes
2019-05-10 23:26:34 +02:00
Henrik Rydgård
2f26297062
Clean up some more ifdefs
2019-05-10 23:25:57 +02:00
Henrik Rydgård
20d666ff55
Remove DbgNew.h forced include in ARM debug builds, doesn't work for some reason.
2019-05-10 23:18:31 +02:00
Henrik Rydgård
1f40aa4828
Add WindowsSDKDesktopARM64Support to vcxproj files
2019-05-10 22:44:12 +02:00
Henrik Rydgård
c3fab33354
Revert "Remove default SDK version from project files"
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Seems to have been the wrong thing to do, see:
https://developercommunity.visualstudio.com/content/problem/140294/windowstargetplatformversion-makes-it-impossible-t.html
Though due to the bug described there, there's no perfect solution, just
some ugly ones (which I might try later). Anyway, I guess most people
will move on to VS 2019 anyway..
This reverts commit 056494522e
.
2019-05-09 23:58:23 +02:00
Henrik Rydgård
83039f3f90
Remote ISO: Fix bugs from issue #12018 and probably #12019
2019-05-07 23:26:13 +02:00
driver1998
ed61850b90
Report: Add Windows ARM identifiers
2019-05-05 07:05:26 +08:00
driver1998
0aa33d53c0
Disable features not available on Windows ARM32/ARM64
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ARM32: OpenGL & DirectInput
ARM64: OpenGL
2019-05-04 22:45:16 +08:00
driver1998
5072584781
Fix neon headers for MSVC ARM64
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MSVC uses arm64_neon.h for ARM64, arm_neon.h is ARM32 only.
2019-05-04 22:45:15 +08:00
driver1998
763b85d723
Update Visual Studio project files for Windows ARM32/ARM64
2019-05-04 22:45:15 +08:00
Unknown W. Brackets
848108c6ab
Mp3: Set as inited only after success.
2019-04-29 04:47:59 -07:00
Unknown W. Brackets
4ee5d2b611
Mp3: Correct seek to specific frame.
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Before, it treated it as an (incomplete) seek to a byte position, which
didn't make much sense. This matches PSP behavior per tests.
2019-04-29 04:47:59 -07:00
Unknown W. Brackets
68d2571681
Mp3: Fix ID3 tag handling.
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Just ignore them and handle via frame sync, which is what the PSP does..
2019-04-29 04:47:59 -07:00
Unknown W. Brackets
bfa9aa009d
Mp3: Properly flush the buffer on reset.
2019-04-29 04:47:59 -07:00
Unknown W. Brackets
4b4c0f9bda
Mp3: Always output data in decode, except at end.
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Turns out this doesn't return 0 until the end, even if there's no data
available to decode. It just writes zeros in that case.
2019-04-29 04:47:59 -07:00
Unknown W. Brackets
fde59c955d
Mp3: Use a vector for the temp buffer.
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Hopefully will move to reading RAM directly. I think this was not always
adding data properly, as I got wrong output after decode. Makes more
sense as a vector, anyway.
2019-04-29 04:45:36 -07:00
Unknown W. Brackets
925e4d1343
Mp3: Correct delay on decode.
2019-04-28 08:44:46 -07:00
Unknown W. Brackets
ac43e55194
Mp3: Loop correctly from an offset.
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If the offset points to an ID3 tag or the middle of a frame, that's fine -
it should just search forward to the next sync. FFmpeg just returns a
decode error, so we do this first.
2019-04-28 08:35:35 -07:00
Unknown W. Brackets
e4817b4e83
Mp3: Reset sum decoded on loop.
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And only on loop, not when getting add info (which clearly doesn't loop,
from tests.)
2019-04-28 07:55:29 -07:00
Unknown W. Brackets
a3640f303b
Mp3: Correct sum decoded sample count.
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It shouldn't consider both channels of stereo. This could've been causing
some games to think they were playing audio at an incorrect speed.
2019-04-28 07:30:56 -07:00
Unknown W. Brackets
bc1e6e12f5
Mp3: Return total frame count in sceMp3GetFrameNum.
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This might fix games failing to play mp3s correctly.
2019-04-28 07:10:26 -07:00
Unknown W. Brackets
95d3d99343
Mp3: Fix loop func errors, clamp to -1.
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Might matter if some game is checking the result.
2019-04-28 06:36:48 -07:00
Unknown W. Brackets
df9c922198
Merge pull request #10783 from LunaMoo/fillSoundBuffer
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Remove "sound speed hack"
2019-04-28 06:20:13 -07:00
LunaMoo
53daa0d844
Remove some unused code.
2019-04-28 13:17:08 +02:00
LunaMoo
c82d75c66f
Merge pull request #11993 from unknownbrackets/mp3
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Make sceMp3 more accurate, fix wrong output count
2019-04-28 09:29:02 +02:00
LunaMoo
9388a14a61
Add missing variable reset fixes #12002
2019-04-28 06:43:59 +02:00
LunaMoo
056494522e
Remove default SDK version from project files
2019-04-27 23:01:41 +02:00
LunaMoo
280f7fec39
Fix VS2019 builds and remove _xp dependency
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(drops Win XP support, allows latest SDK etc.)
2019-04-25 23:56:55 +02:00
LunaMoo
0a4dc1f883
Remove "sound speed hack".
2019-04-25 04:15:31 +02:00
Unknown W. Brackets
0d6570e8ad
Mp3: Correct sceMp3GetMaxOutputSample.
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Was based on output buffer size, rather than frame size, before.
Fixes choppy audio in Velocity.
2019-04-24 14:31:12 -07:00
Unknown W. Brackets
be6710ea4a
Mp3: Fix errors for a bunch of init getters.
2019-04-24 14:13:46 -07:00
Unknown W. Brackets
5f82258fa1
Mp3: Detect offset headers, reject invalid data.
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ID3 handling not really tested. Left some error codes disabled in case
people are happily playing some custom BGM that the PSP didn't support.
2019-04-24 09:16:21 -07:00
Unknown W. Brackets
e4d2712897
Mp3: Apply offset to stream read buffer.
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Handle errors for sceMp3CheckStreamDataNeeded as well.
2019-04-23 21:14:54 -07:00
Unknown W. Brackets
f9863c3be2
Mp3: Align CheckStreamDataNeeded with InfoToAdd.
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May cause problems if they don't match.
2019-04-23 20:42:13 -07:00
Unknown W. Brackets
f1eaf9dc0e
Mp3: Don't change buffer accounting until add.
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If we just ask what we should add, that is meant to stay static until we
do actually add it.
This also reduces the max we ask for at a time, which better matches
correct behavior and might impact game behavior.
2019-04-23 20:18:16 -07:00
Unknown W. Brackets
709c9dc93c
Mp3: Fix errors on sceMp3NotifyAddStreamData.
2019-04-23 19:48:01 -07:00
Unknown W. Brackets
5b9a3e6ca8
Mp3: Improve handle releasing behavior.
2019-04-22 23:01:40 -07:00
Unknown W. Brackets
4563d9487b
Mp3: Better errors in sceMp3GetInfoToAddStreamData.
2019-04-22 22:57:05 -07:00
Unknown W. Brackets
351a10bd69
Mp3: Allow allocating two mp3 handles.
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The handles are always 0 or 1, not pointers, which might be relied upon by
some games. Two could be used with the same pointer.
This also makes NULL a valid pointer, which is used for low level mp3s.
2019-04-21 22:28:04 -07:00
Unknown W. Brackets
4ae2108629
Mp3: Fail to reserve if resource not inited.
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Also, add a required parameter for sceMp3LowLevelInit, since it fails
unless proper values are passed for this on a PSP.
2019-04-21 19:54:34 -07:00
Unknown W. Brackets
92829d47fd
Mp3: Better match resched on resource init/term.
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It always seems to return 0, though.
2019-04-21 18:22:56 -07:00
Unknown W. Brackets
8d4ab57b46
Oops, got these backwards.
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Surprising this didn't break as much as expected. Mostly broke the 60 FPS
limit hack.
2019-04-16 17:36:29 -07:00
Henrik Rydgård
dcd2ff03b0
Merge pull request #11971 from unknownbrackets/power
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Correct cpu/pll/bus hz update and rescheduling
2019-04-16 09:41:43 +02:00
M4xw
b9352354c9
Masked PSP Memory support for the AArch64 Dynarec
2019-04-15 12:07:57 +02:00