Henrik Rydgard
4b87da74cb
windows gui option for buffered rendering. Misc fixes, prettier checkbox on android.
2012-11-20 11:35:48 +01:00
Unknown W. Brackets
b71d998a20
Broadcast a threadend event to wake mutexes.
2012-11-20 02:20:16 -08:00
Unknown W. Brackets
dd3db71b61
Forget mutex waiting threads when they timeout.
2012-11-20 02:20:16 -08:00
Unknown W. Brackets
8da2fb074c
For mutexes/semaphores, register a global timer.
...
Instead of leaking one per each. Should be faster.
Since we can only wait on one thing per thread at a time, this is fine.
2012-11-20 02:20:16 -08:00
Unknown W. Brackets
a81c138004
Create and Delete LwMutex funcs.
2012-11-20 02:20:15 -08:00
Unknown W. Brackets
619a9906de
Remove threads from semaphores when they timeout.
...
This makes wait tests *almost* pass. There's some timing
related issues left, though.
2012-11-20 02:20:15 -08:00
Unknown W. Brackets
fd41851503
Implement timeouts on semaphores too.
2012-11-20 02:20:14 -08:00
Unknown W. Brackets
4d71e32193
Update the value when mutexes timeout.
2012-11-20 02:20:14 -08:00
Unknown W. Brackets
aad7e48a1a
Oops, turns out mutex timeouts are in micro.
...
Found it documented as milli somewhere, but it was wrong.
2012-11-20 02:20:14 -08:00
Unknown W. Brackets
d88fa153b7
Implement timeouts on mutexes.
...
Still need to set timeoutPtr after they expire.
Pretty sure I did this the right way, seems CoreTiming does already
allow/use multiple events for the same type?
2012-11-20 02:20:13 -08:00
Unknown W. Brackets
b9bb5c4cce
Make sceKernelStartThread() reschedule.
...
Mutexes and semaphores are wrong, duh.
2012-11-20 02:20:13 -08:00
Unknown W. Brackets
7b9a8bf766
Minor correctness on create mutex.
2012-11-20 02:20:12 -08:00
Unknown W. Brackets
7fa388952e
Refactor mutex locking to simplify.
2012-11-20 02:20:12 -08:00
Unknown W. Brackets
0681c8e5c5
Add overflow error to mutex locking.
2012-11-20 02:20:12 -08:00
Unknown W. Brackets
40a6ebfabe
Fix sceKernelCancelSema() to handle any negative.
...
So the test isn't failing.
2012-11-20 02:19:21 -08:00
Unknown W. Brackets
2290397b94
sceKernelTryLockMutex() and fix other locking.
2012-11-20 02:19:21 -08:00
Unknown W. Brackets
4bfa24eca8
Fix sceKernelCreateMutex() to match tests.
...
Still have an issue where reusing threads doesn't work.
2012-11-20 02:19:21 -08:00
Unknown W. Brackets
a539580195
Reschedule after acquiring a lock.
...
This matches the actual test results.
2012-11-20 02:19:20 -08:00
Unknown W. Brackets
2613ed8806
Cleanup mutex func types.
...
Looks like mutexes reschedule when they lock, so switch to void.
2012-11-20 02:19:20 -08:00
Unknown W. Brackets
429ac9de87
Oops, CreateMutex was missing a parameter.
2012-11-20 02:19:19 -08:00
Unknown W. Brackets
4bab714db5
Mutexes go in FIFO order as expected.
...
The test was wrong.
2012-11-20 02:19:19 -08:00
Unknown W. Brackets
4cddd3092a
Implement basic locking for sceKernel mutexes.
...
Test still not passing, due to odd order the mutex is unlocked in?
But, at least, it does lock now.
2012-11-20 02:19:19 -08:00
Henrik Rydgard
f378f959e1
Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices.
2012-11-20 10:59:23 +01:00
Henrik Rydgard
f226afc3ca
Implement a missing time function
2012-11-20 01:04:39 +01:00
Henrik Rydgard
45d42f09a1
Remove x86disasm, experiment with build order
2012-11-20 00:48:13 +01:00
Henrik Rydgard
ee32db47b9
Assorted FBO fixes
2012-11-20 00:31:19 +01:00
Henrik Rydgard
4a49b8ee36
Workaround for motogp setting a bogus framebuffer address.
2012-11-19 23:53:38 +01:00
Henrik Rydgard
8b67975a47
GL: Framebuffer management using FBOs. Fixes flicker in Lumines and many others.
2012-11-19 23:29:14 +01:00
Henrik Rydgard
91e1cce17e
Some reorg in preparation for FBO work
2012-11-19 21:23:29 +01:00
Henrik Rydgård
14a59fdc75
Found a better way to do the previous change. Allow JIT on mac/linux.
2012-11-19 14:51:47 +01:00
Henrik Rydgård
fb25b7405c
Synchronize the mainloop to the display end-of-frame on nonWindows
...
platforms.
2012-11-19 14:16:37 +01:00
Henrik Rydgård
ec2cb15c38
Merge branch 'master' of github.com:hrydgard/ppsspp
...
Conflicts:
Core/HLE/sceKernelInterrupt.cpp
native
2012-11-19 11:35:53 +01:00
Henrik Rydgard
1f48dc380a
gitignore, comments, upgrade native.
2012-11-19 09:25:50 +01:00
Henrik Rydgard
2d431d27e7
Crashfix for a buggy game that misuses sceUtility
2012-11-19 00:29:41 +01:00
Henrik Rydgard
8e3148587a
Merge branch 'master' of github.com:hrydgard/ppsspp
2012-11-18 23:40:35 +01:00
Henrik Rydgard
d572d40c36
More warning fixing
2012-11-18 23:35:02 +01:00
Henrik Rydgard
e2c3f26f1b
Reformat some code, fix some warnings
2012-11-18 23:34:37 +01:00
Henrik Rydgard
fa05713456
misc cleanup
2012-11-18 23:14:50 +01:00
Henrik Rydgard
f326c36220
Some cleanup, re-enable some apparently disabled jit ops
2012-11-18 23:14:22 +01:00
Henrik Rydgård
739b747e02
Merge branch 'master' of github.com:hrydgard/ppsspp
2012-11-18 23:00:13 +01:00
kev :)
bcb0cbe7ea
make sceUtilitySavedataInitStart return 0
...
Makes a few other games get further
2012-11-18 21:45:14 +00:00
kev :)
d04fb7cb50
A bit more clean up on umd callbacks
...
Just error checking based on some tests
2012-11-18 21:28:26 +00:00
kev :)
7c30646605
Don't append / when there is already one
...
Was causing marvel allience 2 to crash
2012-11-18 21:07:40 +00:00
kev :)
03bc871f56
sceDisplayWaitVblankStartMultiCB()
...
This is wrong but better than having nothing in the method. The one game
I have found that uses this seems to be ok with this implementation.
2012-11-18 20:13:27 +00:00
kev :)
9257b28c15
Limit thread name
...
Seems this needs to be limited
2012-11-18 19:34:53 +00:00
kev :)
48bd2ccc08
Attempt at UMD callbacks.
...
Helps a few games but needs more work.
2012-11-18 19:34:10 +00:00
kev :)
71a3b789b8
Add fake methods that use sceGetCurrentTick
2012-11-18 19:33:19 +00:00
Henrik Rydgard
75412b064b
Implement sceUtilityMsgDialog
2012-11-18 17:51:14 +01:00
Henrik Rydgard
5596b98529
Get rid of opengl include from sceDisplay.cpp
2012-11-18 13:14:22 +01:00
Henrik Rydgard
e37a1fb1d3
Add internal 2D drawing library that goes through the Ge emulation for portability.
...
To be used for things like sceUtility* and other overlays like FPS and stats.
2012-11-18 13:04:49 +01:00