Henrik Rydgard
305e1652cb
Turn off glGetError in Framebuffer.cpp. Can be easily turned back on if needed.
2014-05-08 10:43:46 +02:00
Henrik Rydgard
89fbe8f761
Reduce some logspam
2014-05-08 10:40:58 +02:00
Henrik Rydgard
2e56e0f122
Fix check for glBlitFramebufferNV
2014-05-08 10:40:36 +02:00
Henrik Rydgard
996808254b
Load glBlitFramebufferNV extension correctly
2014-05-08 10:39:45 +02:00
Henrik Rydgard
2b58f2657c
Merge branch 'patch-40' of github.com:raven02/ppsspp into raven02-patch-40
2014-05-08 10:00:00 +02:00
Henrik Rydgård
fcaaedebbd
Merge pull request #5951 from raven02/patch-23
...
Medium quality mode for spline patch
2014-05-06 23:05:27 +02:00
Henrik Rydgard
ef19be80e5
Update native
2014-05-06 21:34:45 +02:00
Henrik Rydgård
3bfe645430
Merge pull request #6034 from thedax/alt-speed-slider-adjustment
...
Update the alternative speed slider to use the new stepping system.
2014-05-06 21:34:25 +02:00
Henrik Rydgård
0fe120906a
Merge pull request #215 from thedax/slider-bug-fix
...
Make sure step_ is initialised, even with the constructor that doesn't specify a step.
2014-05-06 21:31:34 +02:00
The Dax
104486d314
Just to be safe, initialise the Slider's step_ too.
2014-05-06 15:05:47 -04:00
Unknown W. Brackets
29cea43119
Merge pull request #6042 from bhavin192/patch-1
...
Update vaersion to 0.9.8
2014-05-06 12:00:35 -07:00
The Dax
e2e352622a
Oops, make sure step_ is initialised, even with the constructor that doesn't specify a step.
2014-05-06 14:54:19 -04:00
Bhavin
48f6bf3521
Update vaersion to 0.9.8
...
It was 0.9.6 :(
2014-05-06 22:44:58 +05:30
Henrik Rydgård
38d15bfe3d
Merge pull request #6020 from unknownbrackets/jit-minor
...
x86jit: Use a faster safemem fallback
2014-05-06 17:10:41 +02:00
Unknown W. Brackets
6ccae8f5a7
x86jit: Use a faster safemem fallback.
...
Really helps performance in games that use uncached addresses a lot,
without really impacting performance of most games which don't.
Of course, fastmem is faster.
2014-05-06 08:05:12 -07:00
The Dax
e311e6a7b0
Update the alternative speed slider to use the new stepping system.
...
Also, no need to use floats at all with a revised formula.
2014-05-06 04:49:23 -04:00
Henrik Rydgård
1bed54b0ff
Merge pull request #6037 from unknownbrackets/memmap
...
Mirror memory for VRAM mirrors
2014-05-06 10:12:20 +02:00
Unknown W. Brackets
80cc9d8c0e
Mirror memory for VRAM mirrors.
...
For a long time we've done this with GetPointer() only, but it's better if
it's the same for all methods of memory access.
Technically, we should do the swizzling (and also swizzle the depth data in
softgpu), but there's no indication games depend on this, and GetPointer
would need changes anyway.
2014-05-06 00:45:47 -07:00
Henrik Rydgård
403f685701
Warn fix
2014-05-06 09:26:52 +02:00
Henrik Rydgård
4e947852db
Update native
2014-05-06 09:23:06 +02:00
Henrik Rydgård
2ab943711d
Merge pull request #213 from thedax/slider-stepping
...
Add the ability for integer-based Sliders and their corresponding Screens to have the ability to move in steps greater than 1.
2014-05-06 09:22:31 +02:00
Henrik Rydgård
8ef704a782
Merge pull request #214 from raven02/patch-21
...
Add GL_NV_pixel_buffer_object that seen on Tegra platform
2014-05-06 09:19:23 +02:00
raven02
ba4f5984da
gl_extensions.PBO_NV = strstr(extString, "GL_NV_pixel_buffer_object") != 0;
2014-05-06 15:14:50 +08:00
raven02
f1694e7d4b
Add GL_NV_pixel_buffer_object that seen on Tegra platform
2014-05-06 15:13:33 +08:00
The Dax
8320cee1bc
GameSettingsScreen: Adjust the "Show Touch Pause Menu Button" enabling logic slightly.
...
We don't want it to be enabled in-game, but there's also no point enabling the option if the user isn't showing touch controls to begin with.
2014-05-06 01:11:27 -04:00
The Dax
b1261c5b55
Use integers instead.
2014-05-06 00:55:37 -04:00
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