Henrik Rydgård
4e947852db
Update native
2014-05-06 09:23:06 +02:00
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
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
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
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
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
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
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
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
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Add Pauth tool
2014-04-29 14:44:48 +02:00
Henrik Rydgård
9164e70ae6
Merge pull request #5987 from unknownbrackets/multithread
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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
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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.
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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.
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And clarify logic.
2014-04-28 23:42:17 -07:00
Unknown W. Brackets
d97c229eaf
Fix IsOnSeparateCPUThread(), was always false.
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Erp, because of detach().
2014-04-28 23:22:46 -07:00
Unknown W. Brackets
f052778c2d
Unlock reslts before scheduling.
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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.
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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
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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
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Thanks @tpunix share it
2014-04-28 21:30:24 +08:00