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
Henrik Rydgård
c7aafadfb1
Merge pull request #5862 from raven02/patch-2
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Put in parameters for sceMp3LowLevelInit/Decode
2014-04-13 12:24:36 +02:00
raven02
3a0b17a50f
Put in parameters for sceMp3LowLevelInit/Decode
2014-04-13 17:18:18 +08:00
Henrik Rydgård
9bcb2f3a0e
Merge pull request #5859 from raven02/patch-1
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Implement in-shader ABSDIFF blending mode
2014-04-13 10:18:59 +02:00
Henrik Rydgård
cb3db6ada4
Merge pull request #5854 from unknownbrackets/fbo-sizing
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Try to improve FBO sizing
2014-04-13 10:16:23 +02:00
raven02
a9d7be1eab
Should be id0
2014-04-13 16:13:59 +08:00
raven02
f1254c79ed
Turn off regular alpha blending
2014-04-13 16:03:50 +08:00
raven02
e358a6dcbe
Handle ABSDIFF blending mode using GL_EXT_shader_framebuffer_fetch
2014-04-13 16:01:55 +08:00
Henrik Rydgård
09c99fcd64
Merge pull request #5857 from raven02/patch-1
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Regression fix #5769
2014-04-13 09:39:25 +02:00
Unknown W. Brackets
f462721394
Rather than only enlarging, watch for persistence.
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If the game keeps using something at a new size, we know it's time to make
some adjustments.
2014-04-12 23:12:35 -07:00
raven02
568b14f890
Regress fix https://github.com/hrydgard/ppsspp/issues/5769
2014-04-13 13:58:34 +08:00
Unknown W. Brackets
1a53be45cc
When uploading video pixels, detect w/h by size.
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Sometimes the framebuffer size is incorrect, but kinda works... but this
is a problem for the video. Using the size gets us better.
In Wild Arms XF, the framebuffer is 512x512, but that's not right. It's
clear it should be 480x272.
2014-04-12 22:02:47 -07:00
Unknown W. Brackets
1f76adb7a3
If a larger framebuffer is needed, upgrade it once.
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This should prevent issues where it gets larger and smaller like in the
past.
2014-04-12 20:46:38 -07:00
Henrik Rydgård
f2bf8df3cd
Merge pull request #5853 from sum2012/soft-gpu
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Avoid unknown get pointer in Rasterizer.cpp
2014-04-13 01:15:47 +02:00
Unknown W. Brackets
dde2f3ade6
Re-replace functions after loading a savestate.
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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
sum2012
fa1b65fd59
Avoid unknown get pointer in Rasterizer.cpp
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Find in #5350 in softgpu
2014-04-13 06:45:46 +08:00
Henrik Rydgård
d67f91d899
Merge pull request #5841 from unknownbrackets/ge-signals
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Improve sync and pause GE signal handling
2014-04-12 23:40:27 +02:00
Henrik Rydgård
9aa0bb317d
Merge pull request #5851 from unknownbrackets/stdout-intr
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Don't reschedule when writing to stdout.
2014-04-12 23:38:42 +02:00
kaienfr
e25bc6908a
Fix nonsmooth sound issue and incomplete frame at the end of source and pcm buffers.
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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.
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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.
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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)
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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.
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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.
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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
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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 .
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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
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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.
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This should properly unload and reload the functions as necessary.
2014-04-12 01:16:32 -07:00
Unknown W. Brackets
e93407f33e
Oops, downgrade from ERROR to DEBUG, and -report.
2014-04-12 00:04:02 -07:00
Unknown W. Brackets
26933384a7
Don't mark a list complete too early.
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This would matter probably mostly if we implemented CONTINUE properly.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets
7fd7337911
Update GE lists when switching.
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This uses a mutex, so it should be safe to do any time. Really helps
debugging hung lists.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets
4561440df7
Handle GE pause signals per tests.
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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...
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Tests on games are just ok.
2014-04-12 02:12:25 +02:00
kaienfr
bd0e16c2d4
Merge remote-tracking branch 'origin/master' into Universal_Audio_Branch
2014-04-12 00:20:26 +02:00
Henrik Rydgård
9dbb26a75c
Fix for the linux buildfix
2014-04-12 00:17:58 +02:00
kaienfr
9ccc71a650
Merge remote-tracking branch 'origin/master' into Universal_Audio_Branch
2014-04-11 23:45:18 +02:00
kaienfr
ee1d541c28
Update minor comments
2014-04-11 23:42:07 +02:00
kaienfr
3a12cf2ad7
Universal Audio Class
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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
Henrik Rydgard
95cc998b8f
Attempt buildfix for x86 cmake linux
2014-04-11 22:11:27 +02:00
Henrik Rydgard
bb5f956c6d
Update native with fix for #5832
2014-04-11 21:30:31 +02:00
Henrik Rydgard
dc1e691ea8
Remove unnecessary check for '!' in path browser
2014-04-11 21:22:08 +02:00
Henrik Rydgård
5c7d5db3e4
Merge pull request #5838 from thedax/win32BugFix
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Win32: Properly shutdown when using File->Exit, or when g_Config.bEscapeExitsEmulator is true.
2014-04-11 20:59:07 +02:00
Henrik Rydgård
05b23c7bd9
Merge pull request #5802 from raven02/patch-1
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Texture lod bias should be signed
2014-04-11 20:58:55 +02:00
raven02
a6523dd507
Texture lod bias should be signed
2014-04-12 02:33:52 +08:00
The Dax
b82e85f9fc
Win32: Properly shutdown when using File->Exit, or when g_Config.bEscapeExitsEmulator is true.
2014-04-11 14:18:27 -04:00
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