Commit Graph
14316 Commits
Author SHA1 Message Date
Daniel Nagel afefac86ad Update to SDL2 2014-09-01 16:35:19 +02:00
Daniel Nagel 1d096f7d02 Look for SDL_gamecontroller.h instead of SDL.h to prevent CMake from
using SDL1 include dirs
2014-09-01 15:47:21 +02:00
Daniel Nagel dbdef45559 Detect and use SDL2 with help of this Dolphin CMake module:
https://github.com/dolphin-emu/dolphin/blob/master/CMakeTests/FindSDL2.cmake
2014-09-01 11:48:23 +02:00
Unknown W. Brackets baf465500a Fix a bad iterator dereference in sceMpeg.
Though not sure it should actually reach here, let's at least not crash.
2014-08-31 21:15:04 -07:00
Henrik Rydgård 1fd2316e32 Merge pull request #6818 from sum2012/log
Add a "no loop information" log
2014-09-01 00:54:56 +02:00
sum2012 06fae5bcbc Add a "no loop information" log 2014-09-01 04:47:12 +08:00
Unknown W. Brackets ff8846eabb Disable the loadexec test for now.
It hangs because it calls sceKernelSelfStopUnloadModule which we ignore,
but for now let's skip it to speed up tests.
2014-08-31 09:25:00 -07:00
The Dax 612cc37878 Fix a couple small style issues.
Trying to be consistent with the coding style..
2014-08-31 04:16:22 -04:00
Henrik Rydgård c02f1ca3e1 Merge pull request #6812 from unknownbrackets/jit-minor
Correctly handle flags/temp regs when setting rounding mode
2014-08-31 09:30:51 +02:00
Henrik Rydgård 94ee0c5a01 Merge pull request #6815 from unknownbrackets/gpu-minor
Eat cycles during GE block transfers
2014-08-31 09:29:09 +02:00
Henrik Rydgård afb31ef79a Merge pull request #6811 from unknownbrackets/d3d9
d3d: Add basic stencil mask handling
2014-08-31 09:27:46 +02:00
Henrik Rydgård 218fd7bab5 Merge pull request #6805 from sum2012/kernel
Fix sceKernelSelfStopUnloadModule parameters
2014-08-31 09:27:23 +02:00
Henrik Rydgård 64bc2b7bdb Merge pull request #6816 from thedax/win32-Unicode
Win32: Use wide strings to parse some command-line arguments, and convert them to proper UTF-8 for others.
2014-08-31 09:26:31 +02:00
The Dax f22212369f Remove a few unneeded parentheses, and use nullptr instead of NULL. 2014-08-31 03:19:19 -04:00
Henrik Rydgard abe08c977c Update native (now compiles dx shaders as 2_0) 2014-08-31 09:11:22 +02:00
The Dax 906396c602 GetWideCmdLine doesn't need to be exposed in the header anymore.
Also fix a warning.
2014-08-31 03:07:52 -04:00
Unknown W. Brackets 5f6f6827b5 jit: Update rounding mode immediately on ctc1. 2014-08-30 23:48:27 -07:00
The Dax 3590352429 Win32: Use wide strings to parse most command-line arguments.
Also do a tiny bit of cleanup in main.cpp (replacing strcmps with simple string equality checks).
2014-08-31 02:47:25 -04:00
Unknown W. Brackets 8e14dc1acd Fix path issue running tests on Linux.
No trailing slash.  Doesn't hurt Windows to have an extra one.
2014-08-30 22:38:19 -07:00
Unknown W. Brackets e1d2e72480 Add block transfer to null gpu.
For tests, better to have it here.
2014-08-30 22:14:58 -07:00
Unknown W. Brackets de0a914d3b Fix a type conversion warning. 2014-08-30 22:06:38 -07:00
Unknown W. Brackets 514772e18e Avoid some magic numbers. 2014-08-30 22:06:25 -07:00
Unknown W. Brackets 337b34ef6a Eat cycles during block transfers.
Tests show this takes a number very close to 1.9 times the number of bytes
in cycles @222.

Using that value caused a tiny fps drop in one area of the God of War
demo, which may be correct but might also cause complaints.  A lot of our
other timing is not accurate, so using a lower value (1.6) to be on the
safer side.

This may cause things to reschedule more accurately when games drawsync,
and improves the gpu/commands/blocktransfer test.
2014-08-30 22:02:28 -07:00
Unknown W. Brackets e8cdbcc33f x86jit: Fix some flags/EAX trashing in rounding.
Fixes #6810.
2014-08-30 16:46:43 -07:00
Unknown W. Brackets 8daff0a25e armjit: Fix some downcount issues with rounding.
When setting the rounding mode we need to be super careful about not
destroying flags or R0 if they are needed.
2014-08-30 16:43:13 -07:00
Unknown W. Brackets 820a8e8f2b armjit: Don't reset downcount on fpu instructions.
It's maintained always, oops.
2014-08-30 16:30:13 -07:00
Unknown W. Brackets cdbcc12a4e Oops, flipping was off by one.
That's why software and directx9 were off, arg.
2014-08-30 13:19:52 -07:00
Unknown W. Brackets f842d309b2 Swap RGBA/BGRA when comparing screenshot data. 2014-08-30 12:26:12 -07:00
Unknown W. Brackets 9ce5c49978 d3d: Add basic stencil mask handling.
Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -07:00
Henrik Rydgård d9fbc1d30e Merge pull request #6809 from unknownbrackets/headless
Allow headless to compare Direct3D 9
2014-08-30 19:44:02 +02:00
Unknown W. Brackets b68be67d9a Workaround headless help not showing graphics. 2014-08-30 09:57:56 -07:00
Unknown W. Brackets bc66a43fb3 Centralize dx9 and gles headless stuff.
Well, could be cleaner, but this way all the comparison stuff works.
2014-08-30 09:55:40 -07:00
Unknown W. Brackets af9e0510c3 Use the debug interface to compare screenshots.
This way it's already implemented in all backends.
2014-08-30 09:45:51 -07:00
Unknown W. Brackets 5e07a40a83 Oops, buildfix Android/etc.
This is not declared there.
2014-08-30 07:13:36 -07:00
Henrik Rydgård 1c8c652d81 Merge pull request #6807 from unknownbrackets/danganronpa-hack
Use 8888, always, for Danganronpa's FBOs
2014-08-30 15:32:06 +02:00
Unknown W. Brackets 361b9a2572 Use 8888, always, for Danganronpa's FBOs.
This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
sum2012 55cb292bad Correct sceKernelSelfStopUnloadModule 's name and logging 2014-08-29 20:36:21 +08:00
sum2012 26b25052c2 Fix sceKernelSelfStopUnloadModule parameters
According to http://code.google.com/p/jpcsp/source/detail?r=3597
2014-08-29 20:31:25 +08:00
Henrik Rydgård c5e80d0999 Merge pull request #6801 from unknownbrackets/d3d
d3d: Avoid rewriting textures to BGRA from RGBA, just swizzle
2014-08-28 11:21:19 +02:00
Henrik Rydgård 413ea36d15 Merge pull request #6800 from unknownbrackets/fbo-bind-opt
Optimize framebuffer binding and blits
2014-08-28 10:29:09 +02:00
Unknown W. Brackets 4e5778d714 d3d: Correctly disable stencil testing. 2014-08-28 01:21:29 -07:00
Unknown W. Brackets 1f51fe7843 d3d: Avoid rewriting textures, just swizzle.
Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.

Technically we could do it in OpenGL as well.

Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Unknown W. Brackets 5a3a972d95 Perform intra-buffer blits directly.
As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00
Unknown W. Brackets 9cab344026 Rebind the fbo after inter-buffer copy.
Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
2014-08-27 23:10:07 -07:00
Unknown W. Brackets fc5d62804e Avoid unbinding the draw fbo where possible.
If we're just going to bind another one, no need to trade around.
2014-08-27 23:08:17 -07:00
Unknown W. Brackets 77e050d044 Only unbind the read fbo id draw can be skipped. 2014-08-27 23:07:11 -07:00
Unknown W. Brackets fbb85820f7 Update native to cache bound fbos. 2014-08-27 23:07:00 -07:00
Unknown W. Brackets a8b78a46bd Forget the bound texture on fbo_create().
Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
Unknown W. Brackets 140eb82821 d3d: Don't flip render-to-tex.
Fixes flipped screens and objects in a bunch of games.
2014-08-27 07:19:41 -07:00
Sacha 8edf25552f Fix issue with LoadSymbolMap filename 2014-08-27 05:16:06 +10:00