Commit Graph
5877 Commits
Author SHA1 Message Date
elson 47b7b8b90f fix some game don't add stream data when playing atrac3+ problem 2014-04-18 17:36:11 +08:00
Unknown W. Brackets 8f26d5ceae Fix ridiculously bad typo. 2014-04-17 22:47:05 -07:00
Unknown W. Brackets 5076a080c4 In case interrupts are delayed, read cmd early.
Otherwise, in Project Diva, the cmd may be overwritten (probably due to a
sync or etc.) by some other cmd.  Fixes #5896.
2014-04-17 22:33:13 -07:00
Unknown W. Brackets dc39e75fc1 Oops, forgot about proxy blocks for replace jal.
Also fix a crash when they are used.
2014-04-17 01:03:46 -07:00
Henrik Rydgård c6da68734f Merge pull request #5897 from unknownbrackets/jit-minor
Skip jals when replacing funcs
2014-04-17 09:29:10 +02:00
Unknown W. Brackets ddd6e3024d Skip jals when replacing funcs.
Improves performance in God Eater (when replacements enabled.)
2014-04-16 23:57:52 -07:00
Henrik Rydgård 45246ad9d3 Merge pull request #5891 from raven02/kill-alpha
Remove 'DisableAlphaTest' option
2014-04-15 22:00:18 +02:00
raven02 d2ce635bbf Remove option 2014-04-16 03:57:57 +08:00
Unknown W. Brackets 089fea7185 Ignore uncached/kernel bits in texture cache.
Although I suppose we could respect uncached and never cache...

Possibly #5879.
2014-04-14 07:58:00 -07:00
kaienfr c6a1b0e743 Provide a new method AuCtx::AuCreateCodecContextFromSource()
This method can automatically read audio information from file (as channels, sample rate etc) via ffmpeg,
and create accurate ffmpeg's codec context.
Especially used for unknown audio format but supported  by ffmpeg.
2014-04-14 13:23:10 +02:00
kaienfr 73d8786078 Change error log to info in sceMp3LowLevelInit 2014-04-14 12:00:19 +02:00
kaienfr cc933d6fc9 Merge remote-tracking branch 'origin/master' into Universal_Audio_Branch 2014-04-14 11:49:27 +02:00
kaienfr d5fde0baee implement sceMp3GetFrameNum 2014-04-14 11:47:28 +02:00
Unknown W. Brackets ed99c33cd7 Interpret iForceMaxEmulatedFPS based on 1.001 NTSC. 2014-04-13 21:47:11 -07:00
Henrik Rydgård 36c751976a Merge pull request #5872 from unknownbrackets/texcache
Use flags to avoid hashing textures when unchanged
2014-04-14 00:06:08 +02:00
Henrik Rydgard f285b12dcf Make strcpy_limit slightly more sane. 2014-04-13 23:43:32 +02:00
Henrik Rydgard c9eb4a1916 VFSFileSystem too 2014-04-13 23:34:08 +02:00
Unknown W. Brackets 4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Henrik Rydgard a53ecd7da3 More elegant way of solving #5839 (d_private in sceIoDread)
We flag filesystems as being FAT32 instead of checking for "ms0:".
2014-04-13 23:22:17 +02:00
kaienfr 6db28f0691 more cleanup 2014-04-13 21:42:46 +02:00
kaienfr d5e583ee14 correct some comments. 2014-04-13 21:15:41 +02:00
kaienfr ba34b211f1 Support sceMp3LowLevel*
Gundam G custom BGM is supported now :)
2014-04-13 21:11:04 +02:00
kaienfr 74476ad328 Merge remote-tracking branch 'origin/master' into Universal_Audio_Branch 2014-04-13 15:06:41 +02:00
kaienfr 4eedd7a3cd Merge remote-tracking branch 'origin/master' into Universal_Audio_Branch 2014-04-13 14:39:56 +02:00
kaienfr 7ef2678cc9 Update sceAac module in using universal audio context class (AuCtx) 2014-04-13 14:38:42 +02:00
raven02 6fb2934a6e Only write d_private for memory stick 2014-04-13 20:10:47 +08:00
raven02 3a0b17a50f Put in parameters for sceMp3LowLevelInit/Decode 2014-04-13 17:18:18 +08:00
Unknown W. Brackets dde2f3ade6 Re-replace functions after loading a savestate.
Might need to clear before saving too... anyway, this makes testing a bit
easier for certain areas.

Also, correctly decrease downcount on x86.
2014-04-12 15:49:20 -07:00
Henrik Rydgård d67f91d899 Merge pull request #5841 from unknownbrackets/ge-signals
Improve sync and pause GE signal handling
2014-04-12 23:40:27 +02:00
kaienfr e25bc6908a Fix nonsmooth sound issue and incomplete frame at the end of source and pcm buffers.
using a std::string to save the source buffer, and changing the loading strategy so as we will not get any incomplete frame.
2014-04-12 23:16:38 +02:00
Unknown W. Brackets d247a7def6 Don't reschedule when writing to stdout.
Let's still capture the output, though.
2014-04-12 13:21:35 -07:00
Unknown W. Brackets 829f70dacd Initialize textStart/textEnd for fake modules.
Otherwise we try to unload random memory, sometimes this breaks weird
things.
2014-04-12 13:09:33 -07:00
kaienfr d5c1d58506 Audio Speed Hack (fill pcm buffer)
Dead or alive will be better to using this hack, but some other games will be too fast.
So, it's optional.
2014-04-12 17:16:31 +02:00
kaienfr 976c9bbfdc Fix Dead and live freezing issue.
Just a typo in sceMp3 when using the universal class.
2014-04-12 15:46:35 +02:00
kaienfr b3a7568811 change the way in AuGetInfoToAddStreamData and AuNotifyAddStreamData.
readPos and available buffer is firstly updated in AuGetInfoToAddStreamData then notified in AuNotifyAddStreamData.
Since, some games as Dead and alive may not call NotifyAddStreamData after GetInfoToAddStreamData
2014-04-12 14:54:25 +02:00
kaienfr c6ed59ec0b Merge branch 'Mp4_branch' into test_branch
Conflicts:
	Core/HW/SimpleAudioDec.cpp
	Core/HW/SimpleAudioDec.h
2014-04-12 12:08:46 +02:00
kaienfr 54f812c867 Merge remote-tracking branch 'origin/master' into Mp4_branch 2014-04-12 11:53:54 +02:00
kaienfr 5a8735d009 minor changes to improve latency in aac playing base on https://github.com/kaienfr/ppsspp_cn/commit/3a12cf2ad76bcdfc2e424e366067cda3a046359e.
Test on Fortix even better than before.
2014-04-12 11:53:20 +02:00
Henrik Rydgård b4244fb4d9 Merge pull request #5842 from unknownbrackets/hashmap
Fix hashmap crashes with games that load modules
2014-04-12 11:33:23 +02:00
Unknown W. Brackets 76e61e10a9 Fix hashmap crashes with games that load modules.
This should properly unload and reload the functions as necessary.
2014-04-12 01:16:32 -07:00
Unknown W. Brackets 26933384a7 Don't mark a list complete too early.
This would matter probably mostly if we implemented CONTINUE properly.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets 4561440df7 Handle GE pause signals per tests.
They really should pause, but we were resetting them incorrectly.
And most importantly, sceGeContinue() inside the signal handler absolutely
must work.  Games use this a lot.
2014-04-11 23:50:20 -07:00
kaienfr a7691737b5 Transfer old mp3 savestate into new mode; Rename class functions sceAu... to Au...
Tests on games are just ok.
2014-04-12 02:12:25 +02:00
kaienfr ee1d541c28 Update minor comments 2014-04-11 23:42:07 +02:00
kaienfr 3a12cf2ad7 Universal Audio Class
Based on my implementation in sceAac https://github.com/hrydgard/ppsspp/pull/5836
I've created a class AuCtx included in My SimpleAudioDec.cpp/.h which aims at providing a standard easy implementation to support all codecs in ffmpeg.
Here, I also completely re-code sceMp3 file with this class to give an example how to use this class, and it has solved all mp3 issues I've observed in the current master.
Tests on different freq and channels mp3 audios as:
Miku custom BGM (48kHz, stereo), Hanayaka Nari Wa ga Ichizoku(32kHz, mono, a little fast but better than before now), downstreet panic (44.1kHz, stereo), and learn jp09(44.1kHz, stero) are just all right.
Especially, I am very glad to see that Miku's Custom BGMs have no repetition issues in first tone any more and no longer stopped in the first second neither. :)
We will come into a new age to fast support new audio formats from now on I hope :P
2014-04-11 22:56:59 +02:00
kaienfr caa3cb9148 still change logs 2014-04-11 15:13:28 +02:00
kaienfr c216b535ee Save current changes 2014-04-11 15:09:31 +02:00
kaienfr 9dc331885b Also show some important step from debug_log into info_log 2014-04-11 09:56:12 +02:00
kaienfr a8d375b8da Cleanup! Change some INFO_LOG to DEBUF_LOG to only point out important messages in release mode. 2014-04-11 09:32:35 +02:00
kaienfr ee3417a96c Implementation of sceAac module
Test on Fortix is all right. Savestate is also ok.
I've tried a New and Easy way implement and it works well, I think it could be totally applicable to other audio modules as sceMp3 etc.
Code your own way is really much easier to fix other bugs :)
2014-04-11 09:03:13 +02:00