Commit Graph
12906 Commits
Author SHA1 Message Date
Henrik Rydgård 4e947852db Update native 2014-05-06 09:23:06 +02:00
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
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
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 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 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 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 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 e0e1a6b217 Only set depth update flag when depth write is enabled 2014-04-30 20:00:42 +08:00
raven02 8ed82f3d25 Fixes #5779 with new PSPScreenShotDiag class 2014-04-30 19:28:05 +08:00
Henrik Rydgård 2b50fcb016 Merge pull request #5982 from sum2012/pauth_tool
Add Pauth tool
2014-04-29 14:44:48 +02:00
Henrik Rydgård 9164e70ae6 Merge pull request #5987 from unknownbrackets/multithread
Fix another race in multithread, and ge sync
2014-04-29 09:23:35 +02:00
Henrik Rydgård 651b33f918 Merge pull request #5988 from unknownbrackets/gpu-minor
Eat a few more cycles on END cmds
2014-04-29 09:22:17 +02:00
Unknown W. Brackets 99e4300f95 Eat a few more cycles on END cmds.
Fixes #3049, which apparently expects an END/FINISH to not immediately
trigger (it drawsyncs soon after, and completely expects that to
reschedule.)

Either way, it seems plausible an END would take a few more cycles than
most instructions, since it generates an interrupt.
2014-04-29 00:08:43 -07:00
Unknown W. Brackets e08fbfd0af Fix hang on stop before run w/ multithreading.
And clarify logic.
2014-04-28 23:42:17 -07:00
Unknown W. Brackets d97c229eaf Fix IsOnSeparateCPUThread(), was always false.
Erp, because of detach().
2014-04-28 23:22:46 -07:00
Unknown W. Brackets f052778c2d Unlock reslts before scheduling.
To prevent deadlock while debugging with events all running sync.
2014-04-28 22:32:34 -07:00
Unknown W. Brackets effcee475b Fix another race condition.
If EVENT_FINISH is received, but coreState is still CORE_RUNNING and the
thread is still enabled, it would hang.  Makes more sense to wait for
events before processing them anyhow...
2014-04-28 22:12:33 -07:00
Henrik Rydgård 253e11acfa Merge pull request #5984 from unknownbrackets/interp-fix
Fix replacement funcs in the interpreter
2014-04-28 18:05:47 +02:00
Unknown W. Brackets 4d665b5e7a Fix replacement funcs in the interpreter. 2014-04-28 08:01:13 -07:00
sum2012 ba4256a580 Add compiled file 2014-04-28 21:47:14 +08:00
sum2012 3bee224563 Add pauth_tool source
Thanks @tpunix share it
2014-04-28 21:30:24 +08:00