The Dax
27f0f9bc65
Add an error message specifically for PS1 eboots.
2013-08-12 01:49:37 -04:00
Unknown W. Brackets
c7360f1555
Consider these as taking a IMM16 as well.
2013-08-11 21:30:19 -07:00
Unknown W. Brackets
aac6712974
Get rid of IsDelaySlotInfoSafe since flags are ok.
2013-08-11 20:49:34 -07:00
Unknown W. Brackets
3c4a6e13e4
Cleanup the remaining MIPS tables, reporting.
2013-08-11 20:40:21 -07:00
Unknown W. Brackets
6f703d7b5a
Cleanup flags on VFPU4 sub MIPS tables.
2013-08-11 20:11:34 -07:00
Unknown W. Brackets
3f49101868
Clean up the COP1 MIPS tables, and reporting.
2013-08-11 19:35:39 -07:00
Unknown W. Brackets
7e92b17dd4
Cleanup some COP2/VFPU2 table flags.
2013-08-11 19:13:41 -07:00
Unknown W. Brackets
3ae2b8dcc4
Clean up the SPECIAL3 and REGIMM table flags.
2013-08-11 18:41:21 -07:00
Unknown W. Brackets
8266063394
Make sure we're reporting unknown instructions.
2013-08-11 18:20:43 -07:00
Unknown W. Brackets
f652a2f6f0
Correct SPECIAL2 and separate COP1S and COP1W.
2013-08-11 18:17:03 -07:00
Unknown W. Brackets
b2abdbe44b
Clean up the SPECIAL MIPS table, mostly flags.
2013-08-11 18:01:55 -07:00
Unknown W. Brackets
152f28aeac
Clean up the immediate MIPS table, mostly flags.
2013-08-11 18:01:48 -07:00
Unknown W. Brackets
d08f2bc3fb
Fix some formatting in the MIPS table.
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And also a couple cases of manually specifying RS.
2013-08-11 17:12:54 -07:00
Unknown W. Brackets
4ebf355ece
Simplify some MIPS table flags.
2013-08-11 17:02:00 -07:00
Unknown W. Brackets
ebfa3de388
Fix a couple potential infinite loops.
2013-08-11 16:28:20 -07:00
Henrik Rydgard
8e22554fb0
GCC buildfix (processes more of templates earlier than MSVC)
2013-08-12 00:51:13 +02:00
Henrik Rydgard
3009a92cdd
Update native with 32-bit hang fix
2013-08-12 00:09:27 +02:00
Henrik Rydgård
549ef026fe
Merge pull request #108 from unknownbrackets/semaphore
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Use semaphores instead of events on win32
2013-08-11 15:02:28 -07:00
Unknown W. Brackets
1be25472a5
Use semaphores instead of events on win32.
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And correctly unlock during the wait, even if there's holes.
2013-08-11 14:53:37 -07:00
Unknown W. Brackets
cf7c718706
Use a timer to keep gpu/cpu in sync periodically.
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Fixes Diva Extend demo, at least, losing FPS.
2013-08-11 13:41:42 -07:00
Henrik Rydgard
7c4d273879
Count numFlips in a way consistent with our frame timing.
2013-08-11 22:12:15 +02:00
Henrik Rydgard
fecd9d5f78
Minor optimization, sketch on an lvl.q jit implementation
2013-08-11 22:12:15 +02:00
Henrik Rydgard
9109882c04
More microoptimization
2013-08-11 22:12:14 +02:00
Henrik Rydgard
8e2c485373
Some microoptimization
2013-08-11 22:12:14 +02:00
Henrik Rydgård
16e4482052
Merge pull request #3123 from MrYadro/master
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Make more strings translatable.
2013-08-11 13:01:34 -07:00
Henrik Rydgård
12275d0e3a
Merge pull request #3125 from raven02/patch-15
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Some games like FF Type-0 inits viewport as 0x0
2013-08-11 13:01:11 -07:00
Henrik Rydgård
66569b8e59
Merge pull request #3126 from unknownbrackets/io-async
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Use a separate thread for reading/writing
2013-08-11 13:00:41 -07:00
Unknown W. Brackets
fe8850b34d
Set the IO thread's name for debugging.
2013-08-11 12:22:01 -07:00
Unknown W. Brackets
dd1cbe55d4
Give sceIoWrite the same treatment, for savedata.
2013-08-11 12:04:38 -07:00
Unknown W. Brackets
193a336189
Run sceIoRead operations on a separate thread.
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This should improve stutter. Also verified via a timer to improve
performance (although, not very much, ~0.07 seconds during an entire
game load.)
2013-08-11 11:53:21 -07:00
Unknown W. Brackets
85ad4a80dd
Start and stop a separate thread for IO.
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Not actually running anything on it yet.
2013-08-11 11:51:36 -07:00
Unknown W. Brackets
e6b42768fe
Add a class to manage IO on a separate thread.
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Also separate the logic for exiting the loop based on coreState. IO and
audio won't necessarily be tied to the frame.
2013-08-11 11:46:55 -07:00
raven02
1eaada15df
Reference and modified code from @arnastia
2013-08-12 02:30:17 +08:00
raven02
c2a86d647f
Fix wrong size generated of FBO for some games which uses it as render-to-texture
2013-08-12 02:20:55 +08:00
raven02
6c889e556b
Some games like FF Type-0 inits viewport as 0x0
2013-08-12 02:15:42 +08:00
Yaroslav
62835aad40
Make more strings translatable.
2013-08-11 22:25:50 +07:00
Henrik Rydgård
da1c59fa75
Update lang
2013-08-11 13:19:32 +02:00
Kingcom
0e6faa4719
Merge branch 'master' of https://github.com/hrydgard/ppsspp into StepOut
2013-08-11 10:32:19 +02:00
Henrik Rydgård
c709315aff
Merge pull request #3120 from unknownbrackets/gpu-thread
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Fix some more GPU thread sync issues
2013-08-11 01:29:14 -07:00
Henrik Rydgård
3158b622bd
Merge pull request #3121 from unknownbrackets/jit-vfpu
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Add a few more OUT_EAT_PREFIX flags
2013-08-11 01:26:16 -07:00
Unknown W. Brackets
82aca253e4
Add a few more OUT_EAT_PREFIX flags.
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Based on testing the instructions individually. Cuts a few cases in God
Eater Burst where instructions bailed out of jit.
2013-08-10 23:19:03 -07:00
Unknown W. Brackets
169fbeaca6
As a safety, especially for win32, cap the wait.
2013-08-10 21:27:51 -07:00
Unknown W. Brackets
8786ec74ca
Fix some potential threading probs with SymbolMap.
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Got some strange crashes.
2013-08-10 20:54:55 -07:00
Unknown W. Brackets
e0f699fd5f
Use a possibly harmless hack to prevent hangs.
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Not sure where the problem is, but this fixes it pretty consistently for
me... seems like lists are somehow not being processed after becoming
processable?
2013-08-10 20:03:43 -07:00
Unknown W. Brackets
639ab8306b
SyncThread before deciding if the fbo is dirty.
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Fixes fps drops in yet other games with multithreading enabled.
2013-08-10 18:45:07 -07:00
Unknown W. Brackets
26c072df51
Don't wait directly from GPUCommon, do it in sceGe.
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Makes debugging a bit easier.
2013-08-10 18:24:40 -07:00
Unknown W. Brackets
cfb1d02182
Oops, left these here.
2013-08-10 17:18:31 -07:00
Unknown W. Brackets
55c07bdc73
Avoid a possible thread sync issue.
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Could be that it's about to wake listsync, does, and then we wait.
2013-08-10 17:18:31 -07:00
Henrik Rydgård
0ef02cddfa
Merge pull request #3119 from unknownbrackets/gpu-thread
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Sync the GPU thread on list/draw sync
2013-08-10 15:25:05 -07:00
Unknown W. Brackets
abc396cbe1
Sync the GPU thread on list/draw sync.
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Otherwise, the CPU gets ahead (inside the frame) and games get confused.
I don't think there's any good workaround to avoid this.
2013-08-10 15:16:49 -07:00