Unknown W. Brackets
0c77d3c2ea
Delay scePsmfPlayerStart() when seeking.
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It seems to only delay when it was already playing.
2014-05-18 20:59:18 -07:00
Unknown W. Brackets
ceebdca2fb
Check scePsmfPlayerStart() params like the PSP.
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It doesn't care if there's actually audio data here.
2014-05-18 20:48:02 -07:00
Unknown W. Brackets
cd9d85caff
Add a delay when setting the psmfplayer file.
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This roughly matches the delay that occurs on a real PSP, during which
other threads can run.
2014-05-18 20:43:10 -07:00
Unknown W. Brackets
923189ab47
Prevent a crash on bogus data in psmfplayer.
2014-05-18 20:30:58 -07:00
Unknown W. Brackets
242fe2f3a9
scePsmfPlayerGetVideoData() writes every frame.
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Thought it didn't due to dcache not being invalidated. Fixes #6085 .
2014-05-18 19:26:05 -07:00
Unknown W. Brackets
55fd30b520
Skip a bit of work when syncing video/audio.
2014-05-18 19:20:34 -07:00
sum2012
c23f4402fd
Temp disable SCE_UTILITY_STATUS_SCREENSHOT_UNKNOWN
2014-05-19 05:27:05 +08:00
Bovine
c76548377c
Fix nonblocking ptpConnect on Windows
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According to
http://msdn.microsoft.com/en-us/library/windows/desktop/ms737625%28v=vs.85%29.aspx
"[...] it is not recommended that applications use multiple calls to
connect to detect connection completion. If they do, they must be
prepared to handle WSAEINVAL and WSAEWOULDBLOCK error values the same
way that they handle WSAEALREADY, to assure robust operation."
Ideally socket->state should be set to a different state and select()
used to poll sockets until state can be switched to closed or
established. Changes to socket->state are visible to games as so
probably should not be done without testing.
2014-05-18 06:41:02 -07:00
sum2012
f047320a9c
Revert "Apply hleDelayResult to sceMpegAvcCsc"
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Fix video 's screen dislocation in Bleach heat of soul 6
#5535
2014-05-18 12:25:32 +08:00
sum2012
b8d82e0a92
Correct Memory check in sysclib_memset
2014-05-18 04:23:10 +08:00
sum2012
bc36555f24
sysclib_memset change to WrapU_UII
2014-05-18 04:20:48 +08:00
sum2012
21c301962b
Add some kernal module
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Find in bugz Homebrew
2014-05-17 23:06:01 +08:00
Unknown W. Brackets
5b24e0107f
x86jit: Correct vsat0/vsat1 handling.
2014-05-16 01:04:58 -07:00
Unknown W. Brackets
ccc5458a84
x86jit: Correctly handle NaNs in vfpxd sat clamps.
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May be a small performance jit, but we've seen games with bugs because of
NaNs recently, so better to be safe.
2014-05-16 01:04:57 -07:00
Unknown W. Brackets
69b0b622be
armjit: Fix D-prefix sat clamp NAN handling.
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They should leave NAN alone.
2014-05-16 01:04:57 -07:00
Unknown W. Brackets
bc32f0e0b2
armjit: Correct disabled vslt NaN handling.
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Can possibly enable?
2014-05-16 01:04:57 -07:00
Unknown W. Brackets
a3ad238a44
Add notes for proper NaN handling in vmin/vmax.
2014-05-16 01:04:56 -07:00
Unknown W. Brackets
2ad06d777b
Eat cycles and resched in sceGeContinue().
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Fixes the gpu/ge/queue test.
2014-05-15 22:45:09 -07:00
Unknown W. Brackets
f7424c6671
Validate the psmf address in scePsmfSetPsmf().
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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.
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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.
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This improves performance significantly.
2014-05-15 00:14:27 -07:00
Unknown W. Brackets
b0ebcfd087
Allow creating a Psmf from non-PSP RAM.
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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.
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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
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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.
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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().
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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
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Delay thread for sceMp3Decode()
2014-05-08 16:14:01 +02:00
Henrik Rydgård
155dcee5a6
Merge pull request #5975 from raven02/patch-32
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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
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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
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Medium quality mode for spline patch
2014-05-06 23:05:27 +02:00
Unknown W. Brackets
6ccae8f5a7
x86jit: Use a faster safemem fallback.
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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.
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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.
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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
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Fixes #5779 with new PSPScreenShotDialog class
2014-05-04 23:56:28 +02:00
Henrik Rydgård
48add13a59
Merge pull request #6014 from unknownbrackets/debugger
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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.
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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.
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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.
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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.
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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
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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.
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And clarify logic.
2014-04-28 23:42:17 -07:00