16196 Commits

Author SHA1 Message Date
Henrik Rydgård
9db4c5f34d Merge pull request #7573 from unknownbrackets/gpu-minor
Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Henrik Rydgård
b501c3caec Merge pull request #7571 from sum2012/net
Add sceNetUpnp module
2015-03-09 09:54:11 +01:00
Henrik Rydgård
f6e6512b5d Merge pull request #7574 from unknownbrackets/gpu-alpha
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.
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.
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.
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.)
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
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.
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
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
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.
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.
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
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
change manifest namespace to asm.v1
2015-03-05 15:14:55 +01:00
Peter Tissen
27ee4eaefd change manifest namespace to asm.v1
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
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
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
Add dpiawareness to manifest
2015-03-05 10:41:20 +01:00
Henrik Rydgård
af4b559038 Merge pull request #7547 from hrydgard/func-stack-clear
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
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