Henrik Rydgard
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e32721c72a
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Merge branch 'master' into armjit-fpu
Conflicts:
Core/MIPS/MIPSVFPUUtils.cpp
Core/MIPS/x86/CompVFPU.cpp
GPU/GLES/VertexDecoder.cpp
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2013-02-19 00:50:33 +01:00 |
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Henrik Rydgard
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1aa3a657c0
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Very rough and basic implementation of frameskipping.
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2013-02-19 00:45:26 +01:00 |
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Henrik Rydgard
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7c91802e3c
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Add some infrastructure to be used for frameskipping
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2013-02-19 00:45:26 +01:00 |
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Henrik Rydgard
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cbb786c7f0
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Restructure Windows "gameloop" to be more similar to others.
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2013-02-19 00:45:25 +01:00 |
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Unknown W. Brackets
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51d5b84108
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Fix some misc HLE warnings.
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2013-02-18 09:04:43 -08:00 |
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Unknown W. Brackets
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363d1dbe19
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Fix some misc. warnings.
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2013-02-18 08:44:59 -08:00 |
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Xele02
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6339c2fc9a
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Correct crash when texture too small loaded in memory tex viewer
Correct current thread PC in the list.
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2013-02-17 21:43:44 +01:00 |
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raven02
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f41b3f7cf1
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sceSAS style & simplification
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2013-02-17 09:45:20 +08:00 |
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Henrik Rydgard
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686c083b6f
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sceSas: initialize some stuff
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2013-02-16 14:07:04 +01:00 |
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Henrik Rydgard
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909b768f47
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Don't need separate variables for writemask. Some optimizations.
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2013-02-16 09:28:55 +01:00 |
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Henrik Rydgard
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b8abb77eee
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More armjit-fpu work - dot product working for example. Add some non working DISABLEd stuff too.
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2013-02-16 09:27:48 +01:00 |
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Henrik Rydgard
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d22e258943
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Don't need separate variables for writemask. Some optimizations.
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2013-02-15 22:56:38 +01:00 |
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Henrik Rydgard
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ca23c076a1
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Minor sceFont fixes
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2013-02-13 00:50:26 +01:00 |
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Unknown W. Brackets
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21483f2d4c
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Cut down on rescheduling in sceGeListEnqueue.
Fixes ClaDun X2.
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2013-02-12 07:45:20 -08:00 |
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Unknown W. Brackets
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c00bdb6f82
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Don't savestate the last frame time.
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2013-02-12 01:24:03 -08:00 |
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raven02
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a7f46351c8
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FPS: 0.7f for mobile and 0.5f for windows platform/rest
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2013-02-12 15:07:17 +08:00 |
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Henrik Rydgard
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69da33bd29
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Add Show FPS to in-game menu on mobile. Make it green and right-adjusted.
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2013-02-12 00:34:59 +01:00 |
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raven02
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944e803b14
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Change appropriate name to calculateFPS
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2013-02-11 18:20:12 +08:00 |
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raven02
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88d060848b
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Prevent FPS overlap and add FPS to debug statistics
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2013-02-11 18:00:18 +08:00 |
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Unknown W. Brackets
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537fbe4d7d
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Minor perf gain in __KernelNextThread.
Just like .1% but was hoping Mr. Optimizer would do this for me.
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2013-02-11 01:27:08 -08:00 |
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Unknown W. Brackets
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6ca1cad28c
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Add a std::vector wrapper to do remove/pop/push.
It showed up in a profile after all. Cut down more than 1%.
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2013-02-11 01:27:07 -08:00 |
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Unknown W. Brackets
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f552cb3370
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Wake delayed threads directly, rather than looping.
This saves ~1% during fast forward on a release build.
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2013-02-11 01:27:07 -08:00 |
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Unknown W. Brackets
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9a5589a180
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Move running thread resched to __KernelNextThread.
Pretty sure this is needed, but apparently it breaks Sol Trigger.
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2013-02-11 01:27:07 -08:00 |
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Unknown W. Brackets
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fd1c686edf
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Move currentThread init to a better place.
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2013-02-11 01:27:06 -08:00 |
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Unknown W. Brackets
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f8de30b94d
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Put the fps on the right side.
This way it doesn't overlap the debug text.
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2013-02-11 00:39:01 -08:00 |
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Henrik Rydgård
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c07370ac3c
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Merge pull request #650 from KentuckyCompass/fps_counter
Fps counter
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2013-02-10 23:04:22 -08:00 |
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KentuckyCompass
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f9cafde55c
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Show record high FPS
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2013-02-10 22:50:53 -08:00 |
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Henrik Rydgård
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ae5c069be4
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Merge pull request #649 from unknownbrackets/display-multi
Implement sceDisplayWaitVblankStartMulti()
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2013-02-10 22:34:08 -08:00 |
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KentuckyCompass
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475ee2ed71
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Show an FPS counter if ini option is true
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2013-02-10 22:24:44 -08:00 |
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Unknown W. Brackets
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eaaf027035
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Implement sceDisplayWaitVblankStartMulti().
Fixes Falcom games running at too-fast framerates.
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2013-02-10 19:02:00 -08:00 |
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Unknown W. Brackets
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6fda78fb02
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Add a few missing sceDisplay syscalls.
Found in Lunar.
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2013-02-10 18:39:00 -08:00 |
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Unknown W. Brackets
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d8a55756f3
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Always return a file descriptor in sceIoOpenAsync.
Fixes #646.
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2013-02-10 18:21:25 -08:00 |
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Xele02
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69b837f18b
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Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
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2013-02-10 17:33:34 +01:00 |
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Unknown W. Brackets
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2e0beb5833
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Buildfix for Windows.
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2013-02-10 08:10:01 -08:00 |
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Lewis Robbins
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73ddf8d01f
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Line spacing
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2013-02-10 14:16:29 +00:00 |
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Lewis Robbins
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6efad644d3
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extra int print
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2013-02-10 14:12:48 +00:00 |
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Sacha
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b817e3bf26
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Update max to std::max
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2013-02-10 23:01:18 +10:00 |
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Henrik Rydgård
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2e65e0ca37
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Merge pull request #638 from vakkov/e2a80952936ee82e1d97ed7f54f380be830832fd
Implement some font stuff
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2013-02-10 04:23:34 -08:00 |
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Henrik Rydgård
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8144715e0b
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Merge pull request #637 from unknownbrackets/dlist2
Minimal fix to the GE-related interrupt changes
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2013-02-10 02:11:36 -08:00 |
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Henrik Rydgård
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077e9297c7
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Merge pull request #634 from unknownbrackets/thread-funcs
Implement sceKernelRotateThreadQueue() + queue fixes
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2013-02-10 02:11:06 -08:00 |
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Unknown W. Brackets
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430139b12a
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Minimal revert of the GE-related interrupt changes.
Keep most of them, just revert using getList() which isn't cutting it
right now. Fixes #595.
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2013-02-10 02:03:02 -08:00 |
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Unknown W. Brackets
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5f2ec45203
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sceIoDread() should return 1 when there are more.
Before it was returning > 1 if there were many more, which the PSP
did not do.
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2013-02-09 20:40:06 -08:00 |
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Unknown W. Brackets
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a5ba6821b7
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Only switch to a started thread if better priority.
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2013-02-09 19:02:38 -08:00 |
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Unknown W. Brackets
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0ff0b3f57d
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Return an error for invalid priority.
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2013-02-09 19:01:25 -08:00 |
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Unknown W. Brackets
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161f2d712e
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sceKernelRotateThreadReadyQueue(0) means current.
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2013-02-09 16:04:35 -08:00 |
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Unknown W. Brackets
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ddc93df61e
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Keep running threads at the top of the list.
There we go, this seems more right. Switched to a std::list too.
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2013-02-09 16:04:35 -08:00 |
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Unknown W. Brackets
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ea112fd9a6
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Start the root thread as running, properly.
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2013-02-09 16:04:34 -08:00 |
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Unknown W. Brackets
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b8ca8a44aa
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Fix completely wrong thread status switching.
Wow, kinda surprised this even worked...
But now things that use sceKernelRotateThreadReadyQueue are broken again.
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2013-02-09 16:04:34 -08:00 |
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Unknown W. Brackets
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411c711dac
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Initial sceKernelRotateThreadReadyQueue().
Might not be right but it's closer.
Makes games that call this func much faster.
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2013-02-09 16:04:34 -08:00 |
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Unknown W. Brackets
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dc15c004e9
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Don't sleep for vsync in headless.
Makes the tests run faster, timeout less.
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2013-02-09 00:49:23 -08:00 |
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