Commit Graph
18709 Commits
Author SHA1 Message Date
The Dax 09d7dc30ff SystemInfoScreen: Don't show the EGL Extensions tab if there are none to show. 2014-05-06 00:26:51 -04:00
The Dax 45f475675d Make sure the Slider can't step in increments of less than 1. 2014-05-05 23:52:10 -04:00
The Dax fbdf659723 Add the ability for Sliders and their corresponding Screens to have the ability to move in steps greater than 1.
No float support, only the integer screens are affected.
2014-05-05 23:47:22 -04:00
Henrik Rydgård 7a69a6a405 Merge pull request #6024 from unknownbrackets/gpu-minor2
Fix jump/call alignment, no-pos vertices
2014-05-05 11:01:03 +02:00
Henrik Rydgård fe696dc650 Merge pull request #6026 from thedax/arm-JIT-flags-fix
Fix a couple buggy ARM VFPU flags.
2014-05-05 08:31:23 +02:00
Henrik Rydgård 8bab8dac9b Merge pull request #6027 from unknownbrackets/ui-tweaks
Improve reset (and delay) and boot of another game
2014-05-05 08:31:09 +02:00
Henrik Rydgård e8a665da93 Merge pull request #6021 from unknownbrackets/gpu-minor
Make sure to gen the frag shader matching the id
2014-05-05 08:30:35 +02:00
raven02 f98cf76b97 Use GL_NV_framebuffer_blit to handle depth copy 2014-05-05 12:19:31 +08:00
Unknown W. Brackets 6183dadc31 Improve reset (and delay) and boot of another game.
Fixes #6023.
2014-05-04 19:58:36 -07:00
The Dax 086d97516d Fix a couple ARM VFPU flags.
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
Unknown W. Brackets 41f7613bf5 Pos=0 is treated the same as pos=1. 2014-05-04 18:29:47 -07:00
Unknown W. Brackets 4cc4cfed4c Note that VADDR/IADDR are not updated on PRIM.
Even though they do increase the addresses, they don't affect the CMD
registers.

Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00
Unknown W. Brackets 7f5be6b35d CALLs and JUMPs to misaligned addresses round down.
Fixes Pac-Man World 3.  Matches tests on hardware.
2014-05-04 17:58:44 -07:00
Unknown W. Brackets e80c63945a Make sure to gen the frag shader matching the id.
Otherwise, the frag shader might be generated accounting for different
vertexFullAlpha values, or otherwise won't match up with the id, since we
change flags between the two Apply calls.
2014-05-04 16:31:57 -07:00
Henrik Rydgård dd10207666 Merge pull request #5983 from raven02/patch-34
Fixes #5779 with new PSPScreenShotDialog class
2014-05-04 23:56:28 +02:00
Henrik Rydgård 11ea254a65 Merge pull request #6019 from thedax/alt-slider-fix
Alternate Speed slider: don't round and don't use an integer divide.
2014-05-04 23:20:10 +02:00
The Dax 4fce3e4588 Alt speed slider: Remove the rounding, since native does it automatically. Don't use an integer divide. 2014-05-04 15:44:22 -04:00
Henrik Rydgård 42a7060193 Merge pull request #6017 from unknownbrackets/texalpha
Fix a bunch of texture/vertex alpha issues
2014-05-04 20:50:33 +02:00
Henrik Rydgård 626cc02b50 Merge pull request #6011 from thedax/alt-speed-slider
Switch to a slider for alternative speed, and make its range 0 (unlimited) to 600%.
2014-05-04 20:48:25 +02:00
Henrik Rydgård 3d459763e6 Merge pull request #5992 from raven02/patch-35
Set depth update flag when depth write is enabled in non-clear mode only
2014-05-04 20:47:15 +02:00
Henrik Rydgård 92dd4db72e Merge pull request #207 from raven02/patch-19
Add ES 3.0 support for iPhone
2014-05-04 20:45:16 +02:00
Unknown W. Brackets 5d76778b31 Use an unsigned compare for x86 vertexalpha check. 2014-05-04 09:58:58 -07:00
Unknown W. Brackets ff8f1fa569 Avoid the GE debugger affecting vertexFullAlpha. 2014-05-04 09:54:54 -07:00
Unknown W. Brackets 779a52e08a Don't forget tex alpha if only a mip has none.
Mip levels should only move toward unknown.
2014-05-04 09:54:53 -07:00
Unknown W. Brackets ff25b9d20e Oops, the vertexdecoder should read vertex alpha.
Copy/paste mistake... ugh.
2014-05-04 09:05:45 -07:00
Henrik Rydgård aab3bd6227 Update native 2014-05-04 12:34:01 +02:00
Henrik Rydgård 3866998e10 Apply patch from gschwind that lets us accept more audio formats
(although I'm not sure which ones would apply...)
2014-05-04 12:33:28 +02:00
Henrik Rydgård eacdc58b48 Merge pull request #209 from thedax/sdlFullscreenFix
SDL: Fix fullscreen resizing.
2014-05-04 11:26:23 +02:00
Henrik Rydgård fe05042ce0 Merge pull request #206 from thedax/sdlResize
SDL: Add very basic resizing window capabilities for desktop SDL builds.
2014-05-04 11:25:53 +02:00
Henrik Rydgård 48add13a59 Merge pull request #6014 from unknownbrackets/debugger
Skip an error, add memchecks, upgrade old symbol maps
2014-05-04 11:19:14 +02:00
Henrik Rydgård d408e30d5f Merge pull request #208 from raven02/patch-20
Add support for GL_NV_framebuffer_blit
2014-05-04 10:45:04 +02:00
Henrik Rydgård 8ca70d1a7c Merge pull request #6010 from unknownbrackets/ccc
Respect dstSize and truncate in ccc string conv
2014-05-04 10:43:33 +02:00
Henrik Rydgård f26bb015b0 Merge pull request #211 from unknownbrackets/ccc
Add encodeUnits() to utf8/utf16/sjis.
2014-05-04 10:43:14 +02:00
Henrik Rydgård e5c830e3d7 Merge pull request #6013 from unknownbrackets/gpu-minor
Fix another race, fix bug in CPU framebuf download, speed up
2014-05-04 10:42:07 +02:00
Unknown W. Brackets 95dcadb6ae Ignore when a proxied block points to erased mem.
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.
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.
Helps in games that use modules.
2014-05-04 01:22:57 -07:00
Unknown W. Brackets e8d5866e5a Use SSE some in framebuffers to memory.
Since people are using it (even though it seems dangerous), might as well
make it faster.  6% better in Tales of Phantasia X.
2014-05-04 01:03:48 -07:00
Unknown W. Brackets 4475c99426 Fix GL errors / flicker in framebuf->mem.
Happens in Tales of Phantasia X, reported by Kingcom.
2014-05-03 20:20:40 -07:00
Unknown W. Brackets 984bb31709 Fix another race condition with multithreading.
It's possible that after it's marked completed, the CPU will grab it to
enqueue.  This actually happened to mean with decent reproducibility.
2014-05-03 18:40:27 -07:00
The Dax eacd4c3e19 Allow the speed to go as low as 0% (at which point it becomes unlimited, since zero FPS limit in the code means unthrottle). 2014-05-03 16:35:36 -04:00
The Dax 1dd10ef536 Switch to a slider for alternative speed, and make its range 5-600%. 2014-05-03 16:26:05 -04:00
Unknown W. Brackets 61320ff70f Respect dstSize and truncate in ccc string conv.
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
Unknown W. Brackets 2fdd860402 Add encodeUnits() to utf8/utf16/sjis.
So that we know how many units (e.g. u16s) are needed to encode.
2014-05-03 13:13:23 -07:00
The Dax 83f80c427b SDL: Let the window be resizable on platforms it makes sense on. 2014-05-02 18:15:37 -04:00
The Dax 8ada7de18a Fix fullscreen resizing. It wasn't working properly. 2014-05-02 17:46:24 -04:00
Unknown W. Brackets 9732a6c127 Merge pull request #6005 from thedax/updateLang
Update lang.
2014-05-02 12:53:27 -07:00
The Dax 098fc69d44 Update lang. 2014-05-02 15:07:38 -04:00
raven02 1502110e25 Add NV_framebuffer_blit 2014-05-02 18:25:56 +08:00
raven02 e70c33aa73 Add support for GL_NV_framebuffer_blit 2014-05-02 15:58:19 +08:00