Unknown W. Brackets
73bcf16612
Flush before loading the CLUT.
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In case it's what was being rendered to.
2016-01-17 12:55:48 -08:00
Unknown W. Brackets
58ecb2cbd4
Fix a header declaration.
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Seemed to be needed for x64 Android, and is correct as bitfield anyway.
2016-01-17 12:55:47 -08:00
Henrik Rydgård
d6c1f3158b
Merge pull request #8439 from hrydgard/shader-manager-cleanup
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Shader manager cleanup
2016-01-17 20:37:12 +01:00
Henrik Rydgard
790210f6ef
Minor fixes
2016-01-17 20:33:22 +01:00
Henrik Rydgard
36e1840ea0
More parameter removal
2016-01-17 20:33:22 +01:00
Henrik Rydgard
332310c2d6
Remove redundant parameters
2016-01-17 20:33:21 +01:00
Henrik Rydgard
dfa7a252de
Get rid of some redundant vertex shaders when using unlit ShadeMapping (wipeout, etc)
2016-01-17 20:33:21 +01:00
Henrik Rydgard
c8b1064d20
GL Cleanup: No longer redundantly store the shader ID inside the shader objects
2016-01-17 20:33:14 +01:00
Henrik Rydgard
a53d31a8d7
Make virtual gamepad visible from the start if button fading is on. They'll fade out after a while.
2016-01-17 20:31:10 +01:00
Unknown W. Brackets
63aa4291eb
Atrac: Fix savestates.
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Darn, totally forgot. This should populate acceptable values for old
streamed atrac as well.
2016-01-17 10:05:15 -08:00
Unknown W. Brackets
d5196b44f9
Minor tweaks.
2016-01-17 09:45:55 -08:00
Henrik Rydgard
3ba911bf07
Replace some calls to fopen with File::OpenCFile (utf8).
2016-01-17 15:59:20 +01:00
Henrik Rydgard
27c71aa340
Get rid of the unused "InstallID"
2016-01-17 15:46:15 +01:00
Henrik Rydgard
98c779ccb8
Fix #8255 by swapping the two portrait modes.
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Thanks unknown.
2016-01-17 11:03:34 +01:00
Henrik Rydgård
b2140d73e7
Merge pull request #8435 from unknownbrackets/atrac-stream
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Calculate stream data info a bit more accurately
2016-01-17 10:30:09 +01:00
Henrik Rydgård
93490f5329
Merge pull request #8436 from unknownbrackets/atrac-lowlevel
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Simplify lowlevel atrac decoding a lot
2016-01-17 10:26:59 +01:00
Henrik Rydgård
82c1f4418e
Merge pull request #8437 from unknownbrackets/mpeg-audio
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Handle out of audio more correctly, consistently abuse esBuffer
2016-01-17 10:24:46 +01:00
Unknown W. Brackets
74d40115a0
Mpeg: Initialize esBuffer to safer values.
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Makes the audio work properly in Dan Ball Senki W (#4786.)
2016-01-17 00:31:22 -08:00
Unknown W. Brackets
c03f6c23ed
Mpeg: Return errors when no audio is available.
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Before, we were only returning an error once, in an effort to log only
once. This meant sometimes games would not realize they needed to add
packets.
2016-01-17 00:22:46 -08:00
Unknown W. Brackets
849df69690
Atrac: Simplify lowlevel init more.
2016-01-16 23:12:12 -08:00
Unknown W. Brackets
a686ca69fd
Atrac: Simplify lowlevel decoding.
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No need for all these variables that just spin and do nothing.
2016-01-16 23:03:22 -08:00
Unknown W. Brackets
a4d875cd2a
Atrac: Stop generating headers in lowlevel.
2016-01-16 22:46:24 -08:00
Unknown W. Brackets
45e6f9e9b7
Atrac: Fix lowlevel jointStereo usage.
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Seems this value is supposed to be (channels << 3) form the lowlevel code,
which is believable. FFmpeg skips it anyway.
Also, need to set the flag so it gets used.
2016-01-16 22:35:39 -08:00
Unknown W. Brackets
4e20b61d3a
Atrac: Fix some confusing variable use in lowlevel.
2016-01-16 22:35:13 -08:00
Unknown W. Brackets
53e990e116
Atrac: Fix a leak from an unused var.
2016-01-16 22:34:45 -08:00
Unknown W. Brackets
a2417b4779
Atrac: Ensure correct fileoffset when adding data.
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If we looped, especially in the middle or toward the end, this ensures the
data ends up in the correct place in our larger buffer.
2016-01-16 18:36:22 -08:00
Unknown W. Brackets
e41a1f476f
Atrac: Simulate ringbuffer for writable bytes.
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Ringbuffer is not actually read from PSP RAM, and there are a couple
inaccuracies, but this should be a lot better than before.
2016-01-16 18:34:44 -08:00
Unknown W. Brackets
23523a2fdc
Atrac: Add missing output channels for AA3.
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Although, default was 2 so this shouldn't change anything.
2016-01-16 18:10:57 -08:00
Unknown W. Brackets
d3ee48a770
Atrac: Make buffer init functions more consistent.
2016-01-16 18:10:35 -08:00
Henrik Rydgård
067095e2b4
Merge pull request #8410 from latot/mini
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little changes
2016-01-17 00:44:07 +01:00
Henrik Rydgård
d933a29d8b
Merge pull request #8434 from unknownbrackets/atrac-cleanup
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Cleanup some Atrac code
2016-01-16 23:59:38 +01:00
Unknown W. Brackets
cf9cb798fc
Atrac: Remove unused variables, cleanup some names.
2016-01-16 14:47:07 -08:00
Unknown W. Brackets
aac603534a
Reset failedDecode when the game sets new data.
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Should not last forever.
2016-01-16 14:01:12 -08:00
Unknown W. Brackets
d97dfac594
Atrac: Log bad data more consistently.
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Let's always give the HLE func in the actual error.
2016-01-16 13:59:38 -08:00
Unknown W. Brackets
7c07922076
Atrac: Clean up some logging.
2016-01-16 13:44:54 -08:00
Henrik Rydgård
6d3368b088
Merge pull request #8433 from hrydgard/whitelist-vertex-depth-rounding
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Specify which games need vertex depth rounding instead of which ones don't
2016-01-16 19:01:37 +01:00
Henrik Rydgard
4873de15aa
Add issue numbers to comments in compat.ini
2016-01-16 19:00:53 +01:00
latot
e82620c572
remove
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remove
2016-01-16 09:32:39 -03:00
Henrik Rydgard
26e744838f
Enable vertex depth rounding on more games. Thanks daniel229
2016-01-16 12:18:17 +01:00
Henrik Rydgård
07dadca89c
Merge pull request #8417 from unknownbrackets/atrac-second
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Basic handling of sceAtrac second buffer
2016-01-16 11:48:47 +01:00
Henrik Rydgard
7e24801fc1
Specify which games need vertex depth rounding instead of which ones don't.
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Vertex depth rounding is a not-fully-accurate hack, and most games are better off with the extra depth precision
of 24-bit Z than reducing it to a not-fully-accurate 16-bit. So let's only use it where necessary, like in Phantasy Star.
See issue #8187 .
2016-01-16 11:31:27 +01:00
Henrik Rydgard
03674fd571
Flip around how compat.ini works (now the settings are the categories, games are listed within)
2016-01-16 11:24:42 +01:00
Henrik Rydgård
2fc22618cc
Merge pull request #8432 from unknownbrackets/gpu-depth
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Correct clamped depth offset
2016-01-16 11:03:03 +01:00
Unknown W. Brackets
00b57f6a16
Correct clamped depth offset.
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Oops, forgot to fix this when I fixed the scale. It's already for a
[-1, 1] range, and needs to be corrected for accordingly.
Fixes #8425 , other depth issues in Phantasy Star Portable 2.
2016-01-16 00:18:25 -08:00
Henrik Rydgård
4a337f7fdf
Merge pull request #8421 from unknownbrackets/tex-sse
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Correct SSE alpha check for 4444 textures
2016-01-12 09:35:39 +01:00
Unknown W. Brackets
6b3260df9a
Correct SSE alpha check for 4444 textures.
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Oops, can't use cmplt here.
2016-01-12 00:20:36 -08:00
Unknown W. Brackets
d3da6d8c6e
Atrac: Validate second buffer on reset position.
2016-01-12 00:19:35 -08:00
Unknown W. Brackets
a317b10777
Atrac: Keep track of the set second buffer.
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Not actually used yet, but this way our context/etc. can be right.
2016-01-12 00:19:34 -08:00
Unknown W. Brackets
40bd31f50b
Atrac: Request second buffer data.
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It's not used, but at least we ask for it properly.
2016-01-12 00:19:33 -08:00
Unknown W. Brackets
397094651c
Atrac: Skip copying to data_buf when unused.
2016-01-12 00:19:33 -08:00