Unknown W. Brackets
9680a7ccc7
Allow texture scaling on changed textures.
...
But only if they don't change very frequently. Should fix #1934 .
2014-01-19 20:54:48 -08:00
Henrik Rydgård
6c90f4bcf7
Merge pull request #5149 from unknownbrackets/ui-tweaks
...
Load games asynchronously (instead of stalling), fix keyboard
2014-01-19 15:48:14 -08:00
Unknown W. Brackets
a73b15b963
In multithreadead, load the game async.
...
This way if it takes time to load, things aren't frozen while it's doing
that. This allows us to show any sort of loading animation or etc. we
want.
Before, it might show a odd looking game select screen while loading, and
then finally go to black. Now it immediately goes to black.
Fixes #2030 .
2014-01-19 14:41:01 -08:00
Unknown W. Brackets
0fa371ccbf
windows: Check PSP_IsInited() in more places.
...
This prevents showing buttons as clickable, etc. in the debugger mainly.
2014-01-19 14:25:12 -08:00
Unknown W. Brackets
16cdbbf0d2
windows: Skip gamepad HIDs, don't work everywhere.
2014-01-19 14:24:49 -08:00
Henrik Rydgård
5361b9b4f6
Merge pull request #5147 from unknownbrackets/perf
...
Eat some cycles in a few minor places
2014-01-19 13:40:13 -08:00
Unknown W. Brackets
f8883279b5
Eat some cycles when flipping the framebuffer.
2014-01-19 12:53:19 -08:00
Henrik Rydgård
a0579155d6
Merge pull request #5146 from unknownbrackets/rawinput
...
Separate out rawinput handling
2014-01-19 12:51:57 -08:00
Unknown W. Brackets
ab49de0331
Eat some cycles when getting the current thread id.
2014-01-19 12:44:55 -08:00
Unknown W. Brackets
8396cdf227
Eat cycles when enqueuing GE lists.
2014-01-19 12:44:55 -08:00
Unknown W. Brackets
f258cb24c2
Eat some cycles when reading the button data.
2014-01-19 12:44:54 -08:00
Unknown W. Brackets
73d6accafc
Eat a few cycles when checking callbacks.
...
Some games really spam this function.
2014-01-19 12:44:54 -08:00
Unknown W. Brackets
553990d5a0
Eat cycles when messing with the dispatch thread.
2014-01-19 12:44:53 -08:00
Unknown W. Brackets
afff20a642
Eat some cycles when working with event flags.
2014-01-19 12:44:53 -08:00
Unknown W. Brackets
d24668c9c3
Eat some cycles in suspend/resume interrupt funcs.
...
These are really common, hope this doesn't have ill effects...
2014-01-19 12:44:52 -08:00
Unknown W. Brackets
8aa9483cbf
Eat some cycles in the Dcache invalidate funcs.
2014-01-19 12:44:51 -08:00
Unknown W. Brackets
8540d819a9
windows: Stub out HID rawinput.
2014-01-19 12:40:49 -08:00
Unknown W. Brackets
0421207d8b
windows: Clean up rawinput code a bit.
2014-01-19 12:16:52 -08:00
Unknown W. Brackets
8af9f62f6b
windows: Move rawinput stuff into its own file.
2014-01-19 11:59:11 -08:00
Henrik Rydgård
ba1cd37a45
Merge pull request #5141 from Bigpet/BezierThrough
...
Don't truncate spline/bezier through mode
2014-01-19 10:43:00 -08:00
Henrik Rydgård
f80adef3a3
Merge pull request #5144 from sum2012/cw-cheat2
...
Fixed cwcheat 0x0 > 0x80000000 bug
2014-01-19 10:34:10 -08:00
sum2012
588d67ac64
Fixed cwcheat 0x0 > 0x80000000 bug
...
Thanks @Kingcom
2014-01-19 23:55:42 +08:00
Peter Tissen
2f7243b5eb
Don't truncate spline/bezier through mode
...
Don't truncate the through mode bit in the vertex type during
normalization. Normalization is used to convert different vertex types
to a singular normalized one but the through-mode bit should be preserved.
This only affects (fixes) spline and bezier draw commands. The only thing
that was broken was games that drew splines/beziers with through-mode and
have matricies that differ significantly from the identity (didn't load
identity before drawing).
This should not break anything and fix #5087 .
2014-01-19 16:53:14 +01:00
Henrik Rydgård
5508e62ed6
Merge pull request #5138 from sum2012/cw-cheat
...
cwcheat 0x0 auto detect bit
2014-01-19 05:43:17 -08:00
sum2012
9dbadb6b41
oop
2014-01-19 21:13:51 +08:00
Henrik Rydgård
63017328e4
Merge pull request #5142 from adrian17/master
...
Removed dead code from UI
2014-01-19 05:07:01 -08:00
adrian17
c52c2375c0
Removed dead code from UI
2014-01-19 13:51:24 +01:00
sum2012
290d1b2159
Correctly auto detect arg for 8,16,32 bit on 0x0
2014-01-19 20:49:08 +08:00
Henrik Rydgård
99804620ad
Merge pull request #5136 from unknownbrackets/softgpu
...
Implement line texturing and allow force nearest (softgpu)
2014-01-19 01:21:23 -08:00
sum2012
4a4514120b
oop
2014-01-19 13:47:35 +08:00
sum2012
9eaec5be58
cwcheat fix
...
Fix Criminal girls Money cheat
_S NPJH-50316
_G CRIMINALGIRLS
_C1 MONEY
_L 0x01693FF8 0x000AAE60
2014-01-19 13:41:16 +08:00
Unknown W. Brackets
4bb6a77519
softgpu: Cleanup DrawPoint a bit.
...
Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
Unknown W. Brackets
8f5fc4f079
softgpu: Interpolate/texture lines and points.
...
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00
Unknown W. Brackets
e216032a8c
softgpu: Separate out texturing logic.
...
This way it can be applied to other primitives. But, this will probably
need larger changes to implement mipmapping.
2014-01-18 20:10:42 -08:00
raven02
4c25bb0365
softgpu: Let's try doubling before alpha blend.
...
Fixes #5122 .
2014-01-18 19:58:28 -08:00
Unknown W. Brackets
08eecba6ba
softgpu: Refactor pixel drawing to avoid code dup.
2014-01-18 19:57:12 -08:00
Unknown W. Brackets
01090f4ce7
softgpu: Respect the texture filering option.
...
Nearest is much faster, so you can force it to nearest for a good boost in
speed.
2014-01-18 16:39:46 -08:00
Unknown W. Brackets
b95f9cf9d1
softgpu: Don't call rectangles quads.
...
GLES has quads and they work pretty differently.
2014-01-18 16:39:07 -08:00
Unknown W. Brackets
2e91adc607
Oops, revert software transform breakage.
...
It will deal with getting the coords right, including in projection modes.
2014-01-18 15:44:04 -08:00
Henrik Rydgård
68a28904b9
Merge pull request #5134 from unknownbrackets/gpu-minor
...
Use 0 for texcoord when not specified in vertex.
2014-01-18 15:08:32 -08:00
Unknown W. Brackets
6eb493a842
Use 0 for texcoord when not specified in vertex.
...
Can't find any other unprotected attributes (well, position, but that
should always be specified) so this fixes #5133 .
Also fixes #5124 for me.
2014-01-18 14:57:25 -08:00
Unknown W. Brackets
091ddd9f3f
Android/Linux buildfix.
...
Arg, why?
2014-01-18 14:05:32 -08:00
Henrik Rydgård
34d2ffc6ff
Merge pull request #5128 from unknownbrackets/jit-minor
...
Cut down on void * casts within jit
2014-01-18 12:45:50 -08:00
Henrik Rydgård
6c4a416456
Merge pull request #5129 from unknownbrackets/savestates
...
Use simple delta compression for rewind savestates.
2014-01-18 12:45:11 -08:00
Henrik Rydgård
f9be841612
Merge pull request #5130 from unknownbrackets/mpeg-minor
...
Set return status in sceMpegAvcDecodeStopYCbCr()
2014-01-18 12:42:17 -08:00
Unknown W. Brackets
dfd480d13a
Set return status in sceMpegAvcDecodeStopYCbCr().
...
Like the other Stop(). Fixes video end in Tales of Phantasia X.
2014-01-18 10:56:41 -08:00
Unknown W. Brackets
cfc635f071
Use simple delta compression for rewind savestates.
...
This makes it reasonable to keep a bunch more around, since they are
generally < 10% the size when compressed like this (often smaller.)
2014-01-18 10:18:47 -08:00
Unknown W. Brackets
648c0f6685
Avoid an infinite loop on bad stack walk.
...
If the address is wrong, it'll re-trigger debug mode, which will re-walk
the stack, which will continue ad infinitum.
2014-01-18 09:58:48 -08:00
Unknown W. Brackets
2347498667
x86jit: Use templates to avoid some void * casts.
...
Makes it a bit cleaner and potentially safer.
2014-01-18 09:57:13 -08:00
Henrik Rydgård
f460f34a93
Merge pull request #5044 from raven02/patch-14
...
Fix corrupted keyframes in several games
2014-01-18 09:09:15 -08:00