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.
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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
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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
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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
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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
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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.
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Fixes #6023 .
2014-05-04 19:58:36 -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
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.
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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.
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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.
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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
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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
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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
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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
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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
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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
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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.
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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.
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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
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(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
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SDL: Fix fullscreen resizing.
2014-05-04 11:26:23 +02:00
Henrik Rydgård
fe05042ce0
Merge pull request #206 from thedax/sdlResize
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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
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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
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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
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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
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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
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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.
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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
e8d5866e5a
Use SSE some in framebuffers to memory.
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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.
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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.
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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.
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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
Unknown W. Brackets
2fdd860402
Add encodeUnits() to utf8/utf16/sjis.
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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
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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