Unknown W. Brackets
a2b99e23d2
GPU: Handle buffer overhead in postshader uniforms.
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Framebuffers may be temporarily larger than the estimated width, because
we estimate different sizes for them and resizing is expensive.
This moves accounting for that to texelDelta instead of pixelDelta.
2020-05-13 08:39:50 -07:00
Henrik Rydgård
f23dd7635c
Merge pull request #12882 from hrydgard/vulkan-fix-renderpass-opt
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Vulkan: Don't merge render passes where the second one begins with a clear.
2020-05-11 00:18:59 +02:00
Henrik Rydgård
c1d32e8b3e
D3D11: Better set current texture to null first, otherwise we can run into another issue.
2020-05-10 23:42:52 +02:00
Henrik Rydgård
f708396bda
Fix a comment
2020-05-10 23:10:57 +02:00
Henrik Rydgård
73c253e2ac
D3D11: Fix a bind ordering issue in depal (only a problem with debug layer enabled)
2020-05-10 23:10:57 +02:00
Henrik Rydgård
b0a163ba2e
ColorConv: Fix a few conversions that missed the lower bits of each component.
2020-05-10 23:10:57 +02:00
Henrik Rydgård
a34c773b13
Vulkan: Don't merge render passes where the second one begins with a clear.
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God of War optimization survives this check, thankfully.
Force Unleashed doesn't, but meh, it's not as bad there anyway.
2020-05-10 23:10:57 +02:00
Henrik Rydgård
6edf4ddc57
Merge pull request #12881 from unknownbrackets/android-size
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Refactor Android resize management and improve restart
2020-05-10 17:11:23 +02:00
Henrik Rydgård
d8923dff5c
Merge pull request #12878 from unknownbrackets/gpu-bof-cleanup
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GPU: Split up software transform into phases
2020-05-09 23:59:26 +02:00
Unknown W. Brackets
ccc7ae54af
Android: Avoid multiple resizes in a row.
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This was sometimes happening when ui callbacks etc. would trigger in
certain patterns of using the app. Might have been related to sizing
problems.
Delaying the resize by 10ms when the surface is unchanged seems okay.
2020-05-09 14:47:48 -07:00
Unknown W. Brackets
d328e161d7
UI: Add more options to touch test screen.
2020-05-09 14:06:54 -07:00
Unknown W. Brackets
03fc86a147
UI: Return to game settings after restart.
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This is more convenient. Also restarts the game if needed.
Added a way to pass args to Android here as well, and fixed displaying an
error if the shortcut file doesn't exist on Android (like if you deleted
it after creating the shortcut.)
2020-05-09 13:53:42 -07:00
Unknown W. Brackets
dddaa57392
Windows: Fix GL reinit on backend switch.
2020-05-09 12:20:42 -07:00
Unknown W. Brackets
f60d80b24e
Android: Move a bit more size handling.
2020-05-09 11:26:06 -07:00
Unknown W. Brackets
040ba2b3ff
Android: Reassert sustained perf when going ingame.
2020-05-09 11:10:48 -07:00
Unknown W. Brackets
581a288852
Android: Refactor size maintenance to own class.
2020-05-09 11:10:04 -07:00
Unknown W. Brackets
ba566ef26a
GPU: Minor lighting cleanup in software transform.
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In this case, unlitColor is already materialAmbient.
2020-05-08 23:09:24 -07:00
Unknown W. Brackets
ef43ec5f33
GPU: Split up software transform into phases.
2020-05-08 23:09:24 -07:00
Henrik Rydgård
bf6357a53a
Merge pull request #12875 from unknownbrackets/gpu-bof
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GLES: Simplify the framebuf offset detection
2020-05-08 23:03:07 +02:00
Henrik Rydgård
09837507f9
Merge pull request #12876 from unknownbrackets/wasapi-safety
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Windows: Add safety checks to WASAPI code
2020-05-08 10:34:25 +02:00
Unknown W. Brackets
b3b86bc2c2
Windows: Add safety checks to WASAPI code.
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Seems to be crashing for some users.
2020-05-08 00:55:21 -07:00
Unknown W. Brackets
b413a58945
GLES: Add safety handling for offset depal.
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Just in case...
2020-05-07 23:30:17 -07:00
Unknown W. Brackets
16e47f6333
GPU: Calc framebuf offset with right params.
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It has nothing to do with the target or source framebuf, oops.
2020-05-07 23:22:51 -07:00
Unknown W. Brackets
4d11256807
GPU: Avoid a texture offset change in sw transform.
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If we do it this late, it changes the shader, but that is tricky to handle
for all the backends.
2020-05-07 23:18:51 -07:00
Unknown W. Brackets
48980d8786
GLES: Simplify the framebuf offset detection.
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It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
b942607153
Merge pull request #12873 from hrydgard/draw-texture-allocator
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Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture" images.
2020-05-06 19:23:06 -04:00
Henrik Rydgård
f9f568d266
Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture" images.
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Fixes #12355 (or at a minimum, will improve it).
2020-05-06 22:24:10 +02:00
Henrik Rydgård
31b1993a69
compat.ini: Turn on ForceUMDDelay for Innocent Life. See issue #2830 .
2020-05-03 15:27:53 +02:00
Henrik Rydgård
0decc6521c
Merge pull request #12866 from Florin9doi/mac_bundle_vers
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iOS/macOS : set bundle version
2020-05-02 17:37:05 +02:00
Florin9doi
bc948b9b94
iOS/macOS : set bundle version
2020-05-01 21:36:55 +03:00
Unknown W. Brackets
f82e7a4e7b
Merge pull request #12862 from Florin9doi/ios_file_as
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iOS : File association
2020-04-29 10:01:07 -04:00
Florin9doi
4bebdb30c6
iOS : File association
2020-04-29 11:02:59 +03:00
Henrik Rydgård
3f82cef93a
compat.ini: Set ForceMax60FPS for Super Monkey Ball Adventures. See #7674 .
2020-04-28 10:06:45 +02:00
Henrik Rydgård
1d783dde0f
Merge pull request #12861 from cweiske/ouya-launcher
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Make PPSSPP visible in OUYA launcher
2020-04-27 23:18:34 +02:00
Christian Weiske
34d629ff79
Make PPSSPP visible in OUYA launcher
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Reference: https://github.com/ouya/docs/blob/master/setup.md
2020-04-27 22:48:27 +02:00
Henrik Rydgård
1b8e3d9738
And another mumbo jumbo game ( #12857 )
2020-04-27 10:22:54 +02:00
Henrik Rydgård
9c98bbabf2
Enable ForceMax60FPS for games published by MumboJumbo. See issue #12857
2020-04-27 09:43:14 +02:00
Henrik Rydgård
646c3b749e
Merge pull request #12856 from hrydgard/vulkan-discard-negative-rects
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Vulkan: Discard negative width/height framebuffer blits.
2020-04-26 22:08:57 +02:00
Henrik Rydgård
5508bfb596
Vulkan: Discard negative width/height framebuffer blits. Will likely help #12531 .
2020-04-26 12:44:11 +02:00
Henrik Rydgård
4d420c5121
Merge pull request #12225 from hrydgard/sum2012-patch-4
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Rebased: Wrap some SysMemForKernel's nids, fixing #7960
2020-04-26 12:39:25 +02:00
Henrik Rydgård
34ae4cc5a9
Address additional feedback from Unknown, finally
2020-04-26 11:34:17 +02:00
Henrik Rydgård
e3aa2f5e4c
Assorted fixes (build and crash)
2020-04-26 11:19:31 +02:00
Henrik Rydgård
e0614b7ce2
Use PPSSPP's kernel interface to retrieve Heap objects
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Allows us to get rid of DoState and the map<>.
2020-04-26 11:19:31 +02:00
Henrik Rydgård
bf73d3d663
Address Unknown's feedback
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https://github.com/hrydgard/ppsspp/pull/7965/files
2020-04-26 11:19:31 +02:00
sum2012
3604a92bee
Change to info log
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As this commit is work
(tested on Tales of Phantasia with Chinese patch)
2020-04-26 11:18:41 +02:00
sum2012
b12fbb9d3e
Attempt to make save status
2020-04-26 11:18:41 +02:00
sum2012
e1ce6c061e
Fix crash in sceKernelDeleteHeap
2020-04-26 11:18:41 +02:00
sum2012
52138f8ce8
Attempt to build fix non-windows
2020-04-26 11:18:41 +02:00
sum2012
6c4043b9de
remove comment
2020-04-26 11:18:41 +02:00
sum2012
fed2b42c5f
Try to Implement SysMemForKernel
2020-04-26 11:18:41 +02:00