Henrik Rydgård
5b553d3c45
Merge pull request #3435 from unknownbrackets/audio-minor
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Clear the mixbuffer when all channels empty
2013-08-27 01:05:20 -07:00
Henrik Rydgård
dde75143ac
Merge pull request #3430 from unknownbrackets/framebuf-wait
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Watch for consistently high flips, not spurts
2013-08-27 01:04:59 -07:00
Unknown W. Brackets
a0db57a5d3
Clear the mixbuffer when all channels empty.
2013-08-26 21:06:26 -07:00
Unknown W. Brackets
57d057d661
Watch for consistently high flips, not spurts.
2013-08-26 20:12:26 -07:00
the avenger
914392708c
iOS buildfix
2013-08-26 06:01:23 -07:00
Unknown W. Brackets
fa57e23305
Implement volatile memory lock waiting.
2013-08-26 01:04:37 -07:00
Unknown W. Brackets
ea2a92a2c8
Seems like these are just aliases.
2013-08-26 01:04:12 -07:00
Henrik Rydgård
3cc28652f9
Merge pull request #3403 from unknownbrackets/fpl
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Improve the FPL implementation
2013-08-26 00:25:00 -07:00
Unknown W. Brackets
cf9f92e12f
Reschedule after resuming interrupts.
2013-08-25 22:38:45 -07:00
Unknown W. Brackets
354dbfec6c
Improve some reporting of options structs.
2013-08-25 16:43:47 -07:00
Unknown W. Brackets
d547d2b391
Implement sceKernelCancelMutex().
2013-08-25 16:38:49 -07:00
Unknown W. Brackets
18832f3ca7
Wrap sceKernelFreeFpl() and use better errors.
2013-08-25 16:38:49 -07:00
Unknown W. Brackets
6c6aa1b8ee
Wrap sceKernelAllocateFpl() and friends.
2013-08-25 16:38:49 -07:00
Unknown W. Brackets
61e240f482
Allocate fpl blocks in a ring, like the PSP.
2013-08-25 16:38:48 -07:00
Unknown W. Brackets
8d750d65e8
Properly remove timed out fpl waits from status.
2013-08-25 16:38:48 -07:00
Unknown W. Brackets
a947c95829
Clean up sceKernelReferFplStatus().
2013-08-25 16:38:47 -07:00
Unknown W. Brackets
fb95f07c5d
Implement cancel and delete for fpls.
2013-08-25 16:38:47 -07:00
Unknown W. Brackets
a2471b810c
Implement basic fpl waiting.
2013-08-25 16:38:46 -07:00
Unknown W. Brackets
107b464ace
Handle the fpl alignment option as well.
2013-08-25 16:38:46 -07:00
Unknown W. Brackets
0969261e3e
Fix error handling in sceKernelCreateFpl().
2013-08-25 15:14:21 -07:00
Unknown W. Brackets
f48b730828
Wrap sceKernelCreateFpl and fix refer status.
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Just initial changes to make it test properly.
2013-08-25 15:14:20 -07:00
Unknown W. Brackets
8d7eb265be
Log context switch time, shorten logging a bit.
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This is really useful for seeing why games are slow or hanging.
2013-08-25 10:25:49 -07:00
Unknown W. Brackets
2d806b4820
When fps cap is hit, delay current thread only.
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Fixes Jeanne d'Arc freezing. Unfortunately, small hit to perf in God of
War, but may improve audio quality anyway...
2013-08-25 09:46:21 -07:00
Henrik Rydgard
4121d5ae62
Fix division by zero in low latency audio mode
2013-08-25 13:03:57 +02:00
sum2012
8679fb4748
ThreadManForKernel_ceadeb47 should equal to sceKernelDelayThread
2013-08-25 14:45:44 +08:00
sum2012
d017011882
Add ThreadManForKernel and ModuleForKernel
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Sample log:https://gist.github.com/sum2012/3bb5deb1a806ef18f5f3
2013-08-25 10:48:32 +08:00
Unknown W. Brackets
109ad17ac6
Use a typesafe struct for opcodes.
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Also, correctly read delayslots using Read_Instruction on ARM.
2013-08-24 15:36:24 -07:00
Unknown W. Brackets
ec46fdd06c
Warning fixes in msgpipes.
2013-08-24 15:36:24 -07:00
Unknown W. Brackets
690c11e590
Oops, quick warning fix.
2013-08-24 11:33:32 -07:00
Henrik Rydgard
ee37d51c4b
Just some formatting/cleanup
2013-08-24 11:56:40 +02:00
Henrik Rydgard
507050e966
Add an option for the lower latency audio mode we had in an #ifdef before
2013-08-24 11:56:39 +02:00
Henrik Rydgard
dfb91d4532
Track number of GPU commands executed per call level.
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This is to get an idea if it would be beneficial to compile and cache display lists. Looks like it would be for some games, for example in GTA it's often 20k/80k/20k commands per frame - that is 100k executed commands per frame that could potentially just be executed instead of interpreted. Likewise in Wipeout. Of course, this means yet another cache with invalidation issues etc..
2013-08-23 11:29:55 +02:00
Unknown W. Brackets
1ed8edb0d3
Avoid some dangerous hex constant widths.
2013-08-22 23:23:48 -07:00
Unknown W. Brackets
2ef650aa2d
Add a bunch of HLE functions for better reporting.
2013-08-22 23:04:55 -07:00
Unknown W. Brackets
fca0af8e70
Add some kernel-related HLE stubs for reporting.
2013-08-22 23:04:16 -07:00
CPkmn
b0d203454f
Update sceNet.cpp
2013-08-22 15:55:03 -07:00
Henrik Rydgard
c46b7fbe1b
Let's try doing all I/O on the thread if threading is enabled, no matter how short.
2013-08-21 20:50:45 +02:00
Unknown W. Brackets
19016ac7c4
Cut down on some kernel HLE reporting.
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Not sure where these are coming from, hacked games?
2013-08-21 08:40:31 -07:00
Unknown W. Brackets
a217cefa11
Tone down some less needed reporting.
2013-08-21 08:40:29 -07:00
Unknown W. Brackets
72ce41f41c
Report a couple unhandled blocks.
2013-08-21 01:20:06 -07:00
Henrik Rydgard
25ab9edd8a
Revert "Revert "Stop lying about free memory in HLE.""
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This reverts commit f13d6e4109 .
2013-08-20 01:17:52 +02:00
Henrik Rydgard
f13d6e4109
Revert "Stop lying about free memory in HLE."
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This reverts commit 8191ea4d76 .
2013-08-20 00:58:02 +02:00
Henrik Rydgard
b186294132
UI tweaks. Change to cleaner background image.
2013-08-20 00:49:25 +02:00
Henrik Rydgard
6ca3b43b9a
Measure actual fps (frameskip+unthrottle included), show all three on one line if you choose "both" (which I probably should rename)
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Also prevent annoying scrolls in key mapping dialog
2013-08-19 22:06:49 +02:00
Unknown W. Brackets
4f7f963274
Correct sceKernelReferMsgPipeStatus().
2013-08-18 18:45:43 -07:00
Unknown W. Brackets
a53c5d291c
Update result on non-buffer receive empty too.
2013-08-18 18:45:43 -07:00
Unknown W. Brackets
2d1b2bc769
Writing 0s on delete/cancel wasn't right after all.
2013-08-18 18:45:43 -07:00
Unknown W. Brackets
642e7b255e
Drain as much as possible before waiting.
2013-08-18 18:45:42 -07:00
Unknown W. Brackets
e6236a1d31
Fix sceKernelReceiveMsgPipe() with no buffer.
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And simplify, reschedule correctly.
2013-08-18 18:45:42 -07:00
Unknown W. Brackets
b7ea35b71d
Add some error checking to msgpipe receives.
2013-08-18 18:38:14 -07:00