Commit Graph
27588 Commits
Author SHA1 Message Date
Unknown W. Brackets 8c337850fc Disallow thread termination in interrupts.
But only for certain SDK versions, as per testing.
2015-11-15 11:38:59 -08:00
Unknown W. Brackets b71b1bbff9 Initially count the dir for save info size.
Should help #6068, verified by the sizes test and JpcspTrace results.
2015-11-15 10:29:13 -08:00
Henrik Rydgård 12c0272cbc Merge pull request #8213 from unknownbrackets/gpu-minor
Optimize inversed blending modes
2015-11-15 09:35:50 +01:00
Unknown W. Brackets 9df0c2758b Check OpenGL extensions in headless.
This makes some tests more correct on hardware that supports more
features.
2015-11-15 00:17:31 -08:00
Unknown W. Brackets bf7f07f918 Optimize inverse blending modes, where possible.
Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
2015-11-14 12:37:32 -08:00
Unknown W. Brackets 1be77e3893 Fix crash in headless GPU tests/bad settings.
Really any situation in which sPostShaderName is not exactly "Off", but
said shader doesn't exist.  In headless, it was "".
2015-11-14 11:00:10 -08:00
Henrik Rydgard 3acdd4e237 We had two global types called FBO, which is not ok. Fix that.
This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00
Henrik Rydgård e7081f80c1 Merge pull request #8193 from hrydgard/centralize-state-mapping
Centralize blend state mapping
2015-11-14 12:12:35 +01:00
Henrik Rydgard fadb19acc6 Remove a very minor difference between the backends in state mapping 2015-11-14 09:56:36 +01:00
Henrik Rydgård ca9dbec830 Merge pull request #8210 from unknownbrackets/centralize-state-mapping
Don't attempt shader blending in D3D9
2015-11-14 09:27:55 +01:00
Unknown W. Brackets 294f09a61f Call ResetShaderBlending() from ApplyDrawState().
Cleaner this way.
2015-11-13 23:15:28 -08:00
Unknown W. Brackets 13a09647e2 d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
2015-11-13 23:11:06 -08:00
Unknown W. Brackets 3b98229c6f Correct texture preview in D3D9, oops. 2015-11-13 23:10:30 -08:00
Henrik Rydgard 419ea84504 Merge branch 'CarlKenner-FixUISliders' 2015-11-12 19:25:29 +01:00
Henrik Rydgard 2634f7344a Fix some focus/dragging issues with the sliders 2015-11-12 19:25:11 +01:00
Henrik Rydgard 99fe4409d0 Merge branch 'FixUISliders' of https://github.com/CarlKenner/ppsspp into CarlKenner-FixUISliders 2015-11-12 19:01:44 +01:00
Henrik Rydgard 639d56aa27 Remove a few minor differences between the state mapping code in the two backends 2015-11-12 18:11:32 +01:00
Henrik Rydgard df94914a63 D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha

Remove misleading comment, thanks unknown
2015-11-12 18:11:23 +01:00
Henrik Rydgard bcd452179f Switch D3D over to use ConvertBlendState 2015-11-12 18:11:21 +01:00
Henrik Rydgard 4a71d4cda2 The ConvertBlendState machinery is now pure, so move it out to GPU/Common 2015-11-12 18:11:20 +01:00
Henrik Rydgard 091fb28f55 Extract the glstate.blendcolor call from ConvertBlendState 2015-11-12 18:11:19 +01:00
Henrik Rydgard 71103cb0ca Make ConvertBlendState into a reasonably pure function with no side effects 2015-11-12 18:11:15 +01:00
Henrik Rydgard e97d771e0f Extract blend state mapping into a function. 2015-11-12 15:57:33 +01:00
Henrik Rydgård ce28ee28f1 Merge pull request #8198 from hrydgard/centralize-viewport-mapping
Centralize viewport mapping
2015-11-12 15:27:31 +01:00
Henrik Rydgard e6b39d65d3 Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered.. 2015-11-12 15:26:06 +01:00
Henrik Rydgard 45da00d381 Fix viewport offset in gl non-buffered 2015-11-12 15:22:20 +01:00
Henrik Rydgard 7e3cd987cd Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered... 2015-11-12 14:47:43 +01:00
Unknown W. Brackets a821cd3f12 Disable UV range opt. for shader blending FBO.
Obviously this is unsafe, not sure what I was thinking...
2015-11-09 23:31:34 -08:00
Henrik Rydgard 5a8e86e8ba Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse. 2015-11-09 21:57:48 +01:00
Henrik Rydgard 5667f34805 Invert proj matrix offset properly in D3D. 2015-11-09 21:21:55 +01:00
Henrik Rydgard a6ced1d0b4 Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
2015-11-09 21:21:54 +01:00
Henrik Rydgard 77f2b0c9e9 Extract the viewport/scissor conversion into a function. 2015-11-09 21:21:54 +01:00
Henrik Rydgård 99b7741b96 Merge pull request #8194 from unknownbrackets/atrac-remaining
Atrac: Correct outputs of sceAtracGetSoundSample()
2015-11-09 18:46:46 +01:00
Henrik Rydgård 9b6c66d88b Merge pull request #8197 from unknownbrackets/atrac-sas
Improve the SAS atrac functions a bit based on tests
2015-11-09 18:37:16 +01:00
Unknown W. Brackets c22c181148 Sas: Automatically unpause voice on unset ATRAC3.
Thie fixes voices in Sol Trigger after skipping a cutscene, and matches
tests.
2015-11-09 08:25:35 -08:00
Unknown W. Brackets 5374e6a8fc Sas: Add validation for ATRAC3 voices. 2015-11-09 08:25:28 -08:00
Unknown W. Brackets c1d59f263a Atrac: Ignore the loopNum value for SAS streams.
It seems like this is ignored, and games overwrite it with the voice
number and expect it not to change.
2015-11-09 08:23:45 -08:00
Unknown W. Brackets 21fd209f0e Atrac: Correct outputs of sceAtracGetSoundSample().
Without these being correct (especially without loopEnd vs. endSample
being correct), Toukiden Kiwami doesn't play background music.
2015-11-08 19:55:28 -08:00
Henrik Rydgård 9462bf3ba7 Merge pull request #8192 from unknownbrackets/atrac-sas
Fix issues in Sol Trigger with atrac/sas
2015-11-08 21:38:09 +01:00
Unknown W. Brackets 09f77509d9 Sas: Reduce ECHO effect repeat level.
Previously, it sounded horrible in Sol Trigger - can be observed in
tutorial boxes when going into battle, for example, and also several other
effects.  Halving this value sounds a lot more correct.

It's not clear what value exactly is correct.
2015-11-08 12:25:30 -08:00
Unknown W. Brackets a3f7598020 Atrac: Use fileoffset for curOff context value.
This doesn't match my tests so far, but Sol Trigger works correctly this
way.  Since this value is primarily only used for SAS, changing it back
for now until more thoroughly testing SAS makes sense.
2015-11-08 12:24:30 -08:00
Unknown W. Brackets 6b413a808f Atrac: Handle SAS end the same way as other types.
It makes sense to match, and this sounds right in Sol Trigger.  Haven't
tested in detail yet, but it should prevent cutting off sounds.
2015-11-08 12:23:32 -08:00
Unknown W. Brackets ac524eee1b Atrac: Also read loop count from context RAM.
Observed the Sol Trigger demo's library writing values here, although in
the cases I saw it wasn't changing it from 0.
2015-11-08 12:22:12 -08:00
Unknown W. Brackets 43238322ef Let's try a more limited heuristic. 2015-11-08 09:38:18 -08:00
Henrik Rydgård 3631b55851 Merge pull request #8191 from unknownbrackets/minor
Minor cleanup in Atrac, report depth equality tests
2015-11-08 18:05:22 +01:00
Unknown W. Brackets 2c0b662484 Report depth test equality checks. 2015-11-08 09:04:12 -08:00
Unknown W. Brackets a0604c6de3 Atrac: DRY a tiny bit of the code down. 2015-11-08 09:04:11 -08:00
Henrik Rydgård 87cf8029f1 Merge pull request #8190 from unknownbrackets/atrac-remaining
Correct initial sample offset for certain files
2015-11-08 17:41:56 +01:00
Unknown W. Brackets 28a957694a Atrac: Apply second FACT as loop offset.
It seems like, when these values are different, the difference indicates
some kind of delta in other sample values?

Mostly trying to match values coming out of firmware structs here.

Fixes music looping in Kurohyo 2.
2015-11-08 08:26:41 -08:00
Unknown W. Brackets 27043b5fa5 Atrac: Do not output remain on ending decode.
It's not supposed to output 0, or -1, or anything.  It leaves the original
value in place.  This is probably why some games "liked" different values.
2015-11-08 08:20:09 -08:00