Unknown W. Brackets
f4458edc76
Avoid unbinding the current fbo on block transfer.
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Improves God of War performance by 25% (at least in the demo.)
2014-04-13 21:11:17 -07:00
Unknown W. Brackets
dc0eea0522
Propagate texcache hash fails through cluts.
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In games that use palette swapping (hi, FF2), if we detect a change in
a texture, another texture with the same address but new clut might not be
rehashed.
This just marks all other textures as dangerous when a hashfail occurs.
Fixes FF2 from recent optimizations. It's slower, but still much faster
than before.
2014-04-13 16:20:58 -07:00
Unknown W. Brackets
58038c05fc
Simplify gstate_c savestate code a bit.
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So it's not as awkward to modify.
2014-04-13 15:16:51 -07:00
Henrik Rydgård
36c751976a
Merge pull request #5872 from unknownbrackets/texcache
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Use flags to avoid hashing textures when unchanged
2014-04-14 00:06:08 +02:00
Unknown W. Brackets
27708d6f97
Merge pull request #5871 from hrydgard/sceiodread_ms0check
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More elegant way of solving #5839 (d_private in sceIoDread)
2014-04-13 14:52:39 -07:00
Unknown W. Brackets
6cfc61665d
Switch to a bitmask instead.
2014-04-13 14:45:55 -07:00
Henrik Rydgard
f285b12dcf
Make strcpy_limit slightly more sane.
2014-04-13 23:43:32 +02:00
Henrik Rydgard
c9eb4a1916
VFSFileSystem too
2014-04-13 23:34:08 +02:00
Unknown W. Brackets
4c1c694d4b
Use flags to avoid hashing textures when unchanged.
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If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.
Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Henrik Rydgard
a53ecd7da3
More elegant way of solving #5839 (d_private in sceIoDread)
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We flag filesystems as being FAT32 instead of checking for "ms0:".
2014-04-13 23:22:17 +02:00
Henrik Rydgård
ee4c464305
Merge pull request #5870 from VIRGINKLM/master
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Blacklist GLTools (Chainfire3D-like app for 3.0+)
2014-04-13 22:37:20 +02:00
Klimis Ioannidis
a758781544
Blacklist GLTools (Chainfire3D-like app for 3.0+)
2014-04-13 23:25:56 +03:00
Henrik Rydgård
1b30c5b212
Merge pull request #5869 from unknownbrackets/texcache
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Avoid rehashing an unchanged texture
2014-04-13 22:21:44 +02:00
Unknown W. Brackets
2f72da8087
Don't dirty the texture on texmapenable.
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Tales of Phantasia X flips on and off texturing during battle transitions.
This causes tons of needless rehashes.
2014-04-13 13:19:35 -07:00
Unknown W. Brackets
b6dc7eba8b
Simplify texture status checks a bit.
2014-04-13 13:19:35 -07:00
Henrik Rydgård
74fcde8b1f
Merge pull request #5867 from unknownbrackets/gpu-minor
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Avoid diff checks in ExecuteOpInternal, check in runloop
2014-04-13 20:11:27 +02:00
Unknown W. Brackets
f2ff8544c7
Don't check diff in ExecuteOpInternal().
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Since it's not called if !diff, there's no need. Small performance
improvement.
2014-04-13 10:25:14 -07:00
Unknown W. Brackets
e780a645cb
Use the FLAG_EXECUTEONCHANGE flag.
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Improves fps by 1-3% in some games, seems to be a win after all.
2014-04-13 10:23:21 -07:00
Unknown W. Brackets
22a80fb7be
softgpu: Avoid multithreading thin polygons.
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Small performance improvement (5-6% in some areas.)
2014-04-13 09:01:14 -07:00
Unknown W. Brackets
0d59fc0d2e
Oops, forgot to reset the frame when unchanged.
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Fixes #5861 .
2014-04-13 08:15:48 -07:00
Henrik Rydgård
36b8ed8a27
Mac buildfix
2014-04-13 17:14:45 +02:00
Henrik Rydgård
e8d0cc6c89
Merge pull request #5865 from raven02/patch-1
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Only write d_private for memory stick
2014-04-13 15:00:43 +02:00
raven02
6fb2934a6e
Only write d_private for memory stick
2014-04-13 20:10:47 +08:00
Henrik Rydgård
c7aafadfb1
Merge pull request #5862 from raven02/patch-2
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Put in parameters for sceMp3LowLevelInit/Decode
2014-04-13 12:24:36 +02:00
raven02
3a0b17a50f
Put in parameters for sceMp3LowLevelInit/Decode
2014-04-13 17:18:18 +08:00
Henrik Rydgård
9bcb2f3a0e
Merge pull request #5859 from raven02/patch-1
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Implement in-shader ABSDIFF blending mode
2014-04-13 10:18:59 +02:00
Henrik Rydgård
cb3db6ada4
Merge pull request #5854 from unknownbrackets/fbo-sizing
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Try to improve FBO sizing
2014-04-13 10:16:23 +02:00
raven02
a9d7be1eab
Should be id0
2014-04-13 16:13:59 +08:00
raven02
f1254c79ed
Turn off regular alpha blending
2014-04-13 16:03:50 +08:00
raven02
e358a6dcbe
Handle ABSDIFF blending mode using GL_EXT_shader_framebuffer_fetch
2014-04-13 16:01:55 +08:00
Henrik Rydgård
09c99fcd64
Merge pull request #5857 from raven02/patch-1
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Regression fix #5769
2014-04-13 09:39:25 +02:00
Unknown W. Brackets
f462721394
Rather than only enlarging, watch for persistence.
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If the game keeps using something at a new size, we know it's time to make
some adjustments.
2014-04-12 23:12:35 -07:00
raven02
568b14f890
Regress fix https://github.com/hrydgard/ppsspp/issues/5769
2014-04-13 13:58:34 +08:00
Unknown W. Brackets
1a53be45cc
When uploading video pixels, detect w/h by size.
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Sometimes the framebuffer size is incorrect, but kinda works... but this
is a problem for the video. Using the size gets us better.
In Wild Arms XF, the framebuffer is 512x512, but that's not right. It's
clear it should be 480x272.
2014-04-12 22:02:47 -07:00
Unknown W. Brackets
1f76adb7a3
If a larger framebuffer is needed, upgrade it once.
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This should prevent issues where it gets larger and smaller like in the
past.
2014-04-12 20:46:38 -07:00
Henrik Rydgård
f2bf8df3cd
Merge pull request #5853 from sum2012/soft-gpu
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Avoid unknown get pointer in Rasterizer.cpp
2014-04-13 01:15:47 +02:00
Unknown W. Brackets
dde2f3ade6
Re-replace functions after loading a savestate.
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Might need to clear before saving too... anyway, this makes testing a bit
easier for certain areas.
Also, correctly decrease downcount on x86.
2014-04-12 15:49:20 -07:00
sum2012
fa1b65fd59
Avoid unknown get pointer in Rasterizer.cpp
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Find in #5350 in softgpu
2014-04-13 06:45:46 +08:00
Henrik Rydgård
d67f91d899
Merge pull request #5841 from unknownbrackets/ge-signals
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Improve sync and pause GE signal handling
2014-04-12 23:40:27 +02:00
Henrik Rydgård
9aa0bb317d
Merge pull request #5851 from unknownbrackets/stdout-intr
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Don't reschedule when writing to stdout.
2014-04-12 23:38:42 +02:00
Unknown W. Brackets
d247a7def6
Don't reschedule when writing to stdout.
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Let's still capture the output, though.
2014-04-12 13:21:35 -07:00
Unknown W. Brackets
829f70dacd
Initialize textStart/textEnd for fake modules.
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Otherwise we try to unload random memory, sometimes this breaks weird
things.
2014-04-12 13:09:33 -07:00
Henrik Rydgård
b4244fb4d9
Merge pull request #5842 from unknownbrackets/hashmap
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Fix hashmap crashes with games that load modules
2014-04-12 11:33:23 +02:00
Unknown W. Brackets
76e61e10a9
Fix hashmap crashes with games that load modules.
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This should properly unload and reload the functions as necessary.
2014-04-12 01:16:32 -07:00
Unknown W. Brackets
e93407f33e
Oops, downgrade from ERROR to DEBUG, and -report.
2014-04-12 00:04:02 -07:00
Unknown W. Brackets
26933384a7
Don't mark a list complete too early.
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This would matter probably mostly if we implemented CONTINUE properly.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets
7fd7337911
Update GE lists when switching.
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This uses a mutex, so it should be safe to do any time. Really helps
debugging hung lists.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets
4561440df7
Handle GE pause signals per tests.
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They really should pause, but we were resetting them incorrectly.
And most importantly, sceGeContinue() inside the signal handler absolutely
must work. Games use this a lot.
2014-04-11 23:50:20 -07:00
Henrik Rydgård
9dbb26a75c
Fix for the linux buildfix
2014-04-12 00:17:58 +02:00
Henrik Rydgard
95cc998b8f
Attempt buildfix for x86 cmake linux
2014-04-11 22:11:27 +02:00