Henrik Rydgård
9db4c5f34d
Merge pull request #7573 from unknownbrackets/gpu-minor
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Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Henrik Rydgård
b501c3caec
Merge pull request #7571 from sum2012/net
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Add sceNetUpnp module
2015-03-09 09:54:11 +01:00
Henrik Rydgård
f6e6512b5d
Merge pull request #7574 from unknownbrackets/gpu-alpha
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Small optimizations to fragtest cache and oom tweak for texcache
2015-03-09 09:53:44 +01:00
Unknown W. Brackets
f0676b0c85
Optimize color tests against zero.
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They seem to be somewhat common. Speeds up Tales of Phantasia X a bit.
2015-03-08 19:08:21 -07:00
Unknown W. Brackets
534b06d3ff
Correct clearing of texture cache on oom.
2015-03-08 18:38:28 -07:00
Unknown W. Brackets
a82bb31c6f
Decimate the fragtest cache less often.
2015-03-08 18:35:53 -07:00
Unknown W. Brackets
cf7a4ab2cf
Avoid shader id data that doesn't change shader.
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This may reduce shader switches, or more likely at least total # of
shaders, when alpha test settings are changed but alpha test is not
enabled.
2015-03-08 18:28:59 -07:00
Unknown W. Brackets
04eb83002c
Assume lmode does nothing in throughmode.
2015-03-08 18:03:17 -07:00
Unknown W. Brackets
fb071a066d
d3d9: Change vertex attribute logic to match gles.
2015-03-08 18:01:00 -07:00
Unknown W. Brackets
83e4edbc7c
Oops, don't affect hardware transform.
2015-03-08 14:19:44 -07:00
Unknown W. Brackets
c7984dd93e
Use texture stage 3 for the palette, always.
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It's better to keep a stage dedicated to each thing. This also makes it
easier to potentially process depal in the shader, if we do that.
2015-03-08 13:13:04 -07:00
Unknown W. Brackets
39cb74a8d3
Simplify transform in throughmode/sw (rectangles.)
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This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
sum2012
4e302df69b
fix space bug
2015-03-08 20:10:10 +08:00
sum2012
c2435c1e9b
Add sceNetUpnp module
2015-03-08 20:07:03 +08:00
Henrik Rydgård
8c8613b2db
Merge pull request #7569 from sum2012/patch-1
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Add sceAudioRouting,sceUsbCam,sceG729 module
2015-03-08 12:05:28 +01:00
sum2012
a464221f83
Typo in Core.vcxproj
2015-03-08 17:15:42 +08:00
sum2012
18e7e73646
Type missing in HLETable.cpp
2015-03-08 16:53:49 +08:00
sum2012
0030b85e00
Typo in Android.mk
2015-03-08 16:41:21 +08:00
sum2012
8b2712975a
Forget update HLETables.cpp
2015-03-08 16:27:12 +08:00
Unknown W. Brackets
39347efda4
Fix shader blending on ARM devices, oops.
2015-03-08 00:12:29 -08:00
Unknown W. Brackets
eb349a1978
Make sure not to try multiple shader fetch exts.
2015-03-07 22:31:55 -08:00
sum2012
c9ddf8c642
Build fix
2015-03-08 13:38:47 +08:00
sum2012
039b51083c
Add sceG729 module
2015-03-08 13:27:40 +08:00
sum2012
c55ecc4eb9
Another attempt to fix linux build
2015-03-08 12:50:06 +08:00
sum2012
6aec7238fb
Attempt to fix linux build
2015-03-08 12:40:30 +08:00
sum2012
0157f88035
Fix sceUsbCam
2015-03-08 12:37:56 +08:00
sum2012
6509468d47
Fix save status
2015-03-08 12:09:30 +08:00
Unknown W. Brackets
a04af187ea
Fix 16-bit indexed rectangles.
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This was causing us to draw double the rectangles. 8-bit indexed
rectangles are already correct.
2015-03-07 19:52:09 -08:00
sum2012
dbae0423d6
Add sceUsbCam module
2015-03-08 11:48:55 +08:00
sum2012
e5b349d33e
Change to INFO log
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Because this is still not test yet
2015-03-08 11:45:27 +08:00
sum2012
dae6a4e40a
Fix and add 2 function
2015-03-08 11:42:48 +08:00
sum2012
7b262949aa
Add sceAudioRouting
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First step to fix "Invizimals" 's game
2015-03-08 10:58:12 +08:00
Unknown W. Brackets
08a1bb8796
Add support for ARM_shader_framebuffer_fetch.
2015-03-07 16:11:43 -08:00
Unknown W. Brackets
2344760018
Use framebuffer fetch for more accurate blending.
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On devices which support it, framebuffer fetch should give us more correct
blending than copying fbos or using a fallback (such as doubling which may
clamp.)
Not actually tested on any supported device.
2015-03-07 12:09:27 -08:00
Unknown W. Brackets
9c3ccc97a2
Support EXT_shader_framebuffer_fetch.
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We only supported NV_ before. Not tested on any supporting device, but
this is primarily found on PowerVR devices. This may allow them to
perform effects (like min/max/etc.) more accurately and quicker.
2015-03-07 12:07:53 -08:00
Henrik Rydgård
077eae6255
Merge pull request #7566 from Bigpet/vs2015
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Make compilable under VS2015
2015-03-07 00:16:50 +01:00
Peter Tissen
3ada988740
capture by value, since the dispatch seems asynchronous
2015-03-06 22:10:10 +01:00
Peter Tissen
594ed65bd3
use the timezone value for non GLIB, non MSVC platforms
2015-03-06 21:55:39 +01:00
Peter Tissen
f5795a68a7
Make compilable under VS2015
2015-03-06 21:09:45 +01:00
Henrik Rydgard
c3f38f31f9
Update the (currently unused) ARM64 emitter from Dolphin's current one (by HdkR).
2015-03-06 00:46:34 +01:00
Unknown W. Brackets
c991dd7555
Oops, fix an important typo.
2015-03-05 08:31:59 -08:00
Henrik Rydgård
d78b9a8310
Merge pull request #7563 from Bigpet/dpiaware
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change manifest namespace to asm.v1
2015-03-05 15:14:55 +01:00
Peter Tissen
27ee4eaefd
change manifest namespace to asm.v1
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I really just changed it v3 to test it being the same as the second that
Visual Studio auto-generated but that seems to not have been a good idea
I pretty much just accidentally commited it anyway.
Fixes #7562
2015-03-05 14:37:08 +01:00
Henrik Rydgård
3df63fdb43
Merge pull request #7554 from sum2012/sceMpegAvcCsc-delay
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Add back hleDelayResult in sceMpegAvcCsc
2015-03-05 12:36:15 +01:00
Henrik Rydgard
3d012f2679
One more stack clearing value in sceFont
2015-03-05 12:26:21 +01:00
Henrik Rydgard
2b98f15f17
Add option to auto-center the analog stick on touch within the boundaries of the stick
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TODO: Should this be default? Does this make sense for d-pad too?
2015-03-05 11:01:58 +01:00
Henrik Rydgård
45d8f0285b
Merge pull request #7560 from Bigpet/dpiaware
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Add dpiawareness to manifest
2015-03-05 10:41:20 +01:00
Henrik Rydgård
af4b559038
Merge pull request #7547 from hrydgard/func-stack-clear
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Add ability to flag HLE functions to clear a bit of stack.
2015-03-05 10:37:28 +01:00
Henrik Rydgard
3e408047d3
Use unknown's measured stack clearing amounts in sceLibFont
2015-03-05 10:36:03 +01:00
Peter Tissen
565da731d1
Don't include 2 manifest files
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So we apparently included 2 manifest files.
One from the *.rc file and one generated by the IDEs manifest tools
* added the contents of rt_manif.bin to PPSSPP.manifest
* made ppsspp.rc include PPSSPP.manifest
* set the *.vcxproj to not generate an additional manifest
2015-03-05 04:07:55 +01:00