oioitff
4bae30095b
Audio format should be set here.
2013-04-13 17:57:09 +08:00
Henrik Rydgård
d92dbf8f6d
Merge pull request #1268 from unknownbrackets/savestates
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Bump savestate version, add better error checking
2013-04-13 02:09:12 -07:00
Unknown W. Brackets
fe97fd6fc5
Add better savestate error handling.
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Aborts when it can't load.
2013-04-13 01:39:17 -07:00
Unknown W. Brackets
117ffaeb60
Include the git version in savestates.
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This way we can provide better warnings when it fails to load.
2013-04-13 01:13:28 -07:00
Unknown W. Brackets
b03b88b7ed
Fix small reporting typo.
2013-04-13 00:36:32 -07:00
Unknown W. Brackets
0ad9658eb2
Increment wakeupCount when a thread is pending.
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It might've been woken up but just not run yet. That doesn't mean
it should not have wakeupCount incremented.
Fixes Tales of Eternia freezing before world map.
2013-04-13 00:35:24 -07:00
raven02
25ab9292e4
Improve sound smoothness on Android
2013-04-12 14:03:51 -07:00
raven02
da738957c2
Improve Analyze()/ GetNextSample() / GetSoundSample() / SetLoopNum() in sceAtrac
2013-04-13 00:49:22 +08:00
raven02
746b866129
Add readSize > halfBufferSize for sceAtracSetHalfwayBufferAndGetID
2013-04-12 09:54:10 +08:00
Unknown W. Brackets
4efe58ad34
Oops, remove debugging line.
2013-04-11 00:52:37 -07:00
Henrik Rydgård
b5b13c6ab5
Merge pull request #1251 from unknownbrackets/module-minor
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Cleanup sceKernelGetModuleIdByAddress()
2013-04-11 00:45:42 -07:00
Unknown W. Brackets
5aceceecd3
Remove global module id var hacks.
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Nothing needs them anymore.
2013-04-10 21:16:31 -07:00
Unknown W. Brackets
acac847af2
Cleanup sceKernelGetModuleIdByAddress().
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Actual firmware seems to accept any address in the range, and also
correct the error result.
Now people won't think this is broken anymore.
2013-04-10 21:03:43 -07:00
Unknown W. Brackets
b34f937d0c
Don't warn sceUtility*Status() wrong dialog type.
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Games do this on real firmware, and it's a lot of noise.
2013-04-10 19:19:00 -07:00
Unknown W. Brackets
ff8c128d20
Trim the newline at the end of stdout output.
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Makes the log a bit easier to read.
2013-04-09 23:26:27 -07:00
Unknown W. Brackets
1f1560a9d6
Don't mark sceKernelExitThread() as an error.
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Also, add some reporting and make the sceKernelCreateThread log message
shorter.
2013-04-09 23:23:10 -07:00
Unknown W. Brackets
901fa960ab
Fix params for sceAtracSetHalfwayBufferAndGetID().
2013-04-09 08:22:01 -07:00
Unknown W. Brackets
6cbd1b5205
Fix typo, add back state to savestate.
2013-04-09 02:18:09 -07:00
raven02
d77e0054d5
Improve few functions in sceKernelVtimer
2013-04-09 08:32:13 +08:00
Henrik Rydgard
8b6eea7df4
Load icon and bg from PBP files.
2013-04-08 21:46:54 +02:00
Henrik Rydgard
82aa605b36
Add back shadows to FPS counter and debug text. Warning fixes.
2013-04-08 20:59:45 +02:00
Unknown W. Brackets
40067470c2
Initial sceMpegGetUserdataAu() from JPCSP.
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Because I got the stub wrong, so now it does something.
2013-04-08 00:47:25 -07:00
Henrik Rydgård
dea37e5521
Merge pull request #1213 from unknownbrackets/dlist-cycles
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Try to match GPU cycles to the CPU
2013-04-08 00:43:33 -07:00
Unknown W. Brackets
42b925a440
Initial stab at implementing some new memory funcs.
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Borrowed from JPCSP, kept simple. Need to do tests.
2013-04-07 20:57:53 -07:00
Unknown W. Brackets
a8e8b096e6
Use regular events for GPU for now, quicker.
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There's too much latency in threadsafe events, causing tests to fail.
Might break games too. I guess they need to execute more often...
2013-04-07 17:52:57 -07:00
Unknown W. Brackets
6190918158
Don't allow two drawsyncs to be in play at once.
2013-04-07 17:37:24 -07:00
Unknown W. Brackets
5d017829ad
Make sure lists aren't reused before they complete.
2013-04-07 17:05:11 -07:00
Unknown W. Brackets
57770dbd95
Delay GPU signals and waits to simulate cycles.
2013-04-07 17:05:11 -07:00
Henrik Rydgard
7900a6d807
Don't use PPGe for debug overlays. Fixes fps counter in games where it didn't work before.
2013-04-07 22:43:59 +02:00
Unknown W. Brackets
5e14cab945
Don't save vregs for threads that don't use them.
2013-04-07 11:47:00 -07:00
Unknown W. Brackets
c7020d4872
Optimize resched with a running thread.
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Esp. if it would go back to itself.
2013-04-07 11:47:00 -07:00
Unknown W. Brackets
68f5596dee
Fix crash if queue is empty during savestate.
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On load it would then crash.
2013-04-07 10:32:39 -07:00
Unknown W. Brackets
da2d5f0692
Dynamically size the thread queue, explicitly alloc.
2013-04-07 10:27:29 -07:00
Unknown W. Brackets
2ee611de09
Replace the thread ready queue with non-STL.
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It seems much faster.
2013-04-07 03:10:14 -07:00
Unknown W. Brackets
4cd260a2fc
Centralize the thread ready queue logic.
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This makes it slower for now, but should make it easier to optimize correctly.
2013-04-07 03:09:23 -07:00
Unknown W. Brackets
65ac7389d7
Don't get stuck on idle when interrupts run.
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This was happening when the dispatch thread was disabled.
2013-04-06 17:04:20 -07:00
Unknown W. Brackets
57963a3de3
sceIoRead/Write doesn't work without dispatch.
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Except stdout/etc.
2013-04-06 17:04:19 -07:00
Unknown W. Brackets
2a9354dc1a
IO waits don't work without dispatch enabled.
2013-04-06 17:04:19 -07:00
Unknown W. Brackets
f380075e2a
Only OpenAsync works with dispatch disabled.
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And it even re-enables dispatch.
2013-04-06 17:04:18 -07:00
Unknown W. Brackets
2367c17735
Don't suspend/resume dispatch while interrupts off.
2013-04-06 17:04:18 -07:00
Unknown W. Brackets
0595e5099e
Don't allow wait in event flags without dispatch.
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But this happens after other param checks.
2013-04-06 17:04:17 -07:00
Unknown W. Brackets
e6f3c7991c
Don't wait on LwMutexes with dispatch disabled.
2013-04-06 17:04:17 -07:00
Unknown W. Brackets
8f17cef95b
Stop threadend timeout when the thread ends.
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Fixes threads waking up early in tests.
2013-04-06 17:04:16 -07:00
Unknown W. Brackets
0ca4e5f0a7
Implement the jump, call, and ret signals.
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Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
Unknown W. Brackets
376ad80d76
Implement sync signal in display lists.
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Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
Unknown W. Brackets
dac448dfae
Implement the pause signal a bit better.
2013-04-06 09:59:24 -07:00
Unknown W. Brackets
77311a121d
Don't listsync until after the signal handler.
2013-04-06 08:36:03 -07:00
Unknown W. Brackets
fb26941a27
Implement sceGeListSync().
2013-04-06 02:30:38 -07:00
Unknown W. Brackets
c0f20c2fdd
If the interrupt is not run, don't flip gpuState.
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Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
Unknown W. Brackets
c57954a72e
Implement sceGeDrawSync().
2013-04-06 02:30:37 -07:00