Commit Graph
45601 Commits
Author SHA1 Message Date
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.
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
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.
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.
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
Make more strings translatable.
2013-08-11 13:01:34 -07:00
Henrik Rydgård 12275d0e3a Merge pull request #3125 from raven02/patch-15
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
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.
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.
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.
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
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
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.
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.
Got some strange crashes.
2013-08-10 20:54:55 -07:00
Unknown W. Brackets e0f699fd5f Use a possibly harmless hack to prevent hangs.
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.
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.
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.
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
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.
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