Unknown W. Brackets
8c337850fc
Disallow thread termination in interrupts.
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But only for certain SDK versions, as per testing.
2015-11-15 11:38:59 -08:00
Unknown W. Brackets
b71b1bbff9
Initially count the dir for save info size.
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Should help #6068 , verified by the sizes test and JpcspTrace results.
2015-11-15 10:29:13 -08:00
Henrik Rydgård
12c0272cbc
Merge pull request #8213 from unknownbrackets/gpu-minor
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Optimize inversed blending modes
2015-11-15 09:35:50 +01:00
Unknown W. Brackets
9df0c2758b
Check OpenGL extensions in headless.
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This makes some tests more correct on hardware that supports more
features.
2015-11-15 00:17:31 -08:00
Unknown W. Brackets
bf7f07f918
Optimize inverse blending modes, where possible.
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Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
2015-11-14 12:37:32 -08:00
Unknown W. Brackets
1be77e3893
Fix crash in headless GPU tests/bad settings.
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Really any situation in which sPostShaderName is not exactly "Off", but
said shader doesn't exist. In headless, it was "".
2015-11-14 11:00:10 -08:00
Henrik Rydgard
3acdd4e237
We had two global types called FBO, which is not ok. Fix that.
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This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00
Henrik Rydgård
e7081f80c1
Merge pull request #8193 from hrydgard/centralize-state-mapping
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Centralize blend state mapping
2015-11-14 12:12:35 +01:00
Henrik Rydgard
fadb19acc6
Remove a very minor difference between the backends in state mapping
2015-11-14 09:56:36 +01:00
Henrik Rydgård
ca9dbec830
Merge pull request #8210 from unknownbrackets/centralize-state-mapping
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Don't attempt shader blending in D3D9
2015-11-14 09:27:55 +01:00
Unknown W. Brackets
294f09a61f
Call ResetShaderBlending() from ApplyDrawState().
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Cleaner this way.
2015-11-13 23:15:28 -08:00
Unknown W. Brackets
13a09647e2
d3d9: Disable shader blending, not implemented.
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Fixes bad graphics in Ridge Racer, etc.
2015-11-13 23:11:06 -08:00
Unknown W. Brackets
3b98229c6f
Correct texture preview in D3D9, oops.
2015-11-13 23:10:30 -08:00
Henrik Rydgard
419ea84504
Merge branch 'CarlKenner-FixUISliders'
2015-11-12 19:25:29 +01:00
Henrik Rydgard
2634f7344a
Fix some focus/dragging issues with the sliders
2015-11-12 19:25:11 +01:00
Henrik Rydgard
99fe4409d0
Merge branch 'FixUISliders' of https://github.com/CarlKenner/ppsspp into CarlKenner-FixUISliders
2015-11-12 19:01:44 +01:00
Henrik Rydgard
639d56aa27
Remove a few minor differences between the state mapping code in the two backends
2015-11-12 18:11:32 +01:00
Henrik Rydgard
df94914a63
D3D: No need to convert blendcolor to float and back
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Fix bug with constantAlpha
Remove misleading comment, thanks unknown
2015-11-12 18:11:23 +01:00
Henrik Rydgard
bcd452179f
Switch D3D over to use ConvertBlendState
2015-11-12 18:11:21 +01:00
Henrik Rydgard
4a71d4cda2
The ConvertBlendState machinery is now pure, so move it out to GPU/Common
2015-11-12 18:11:20 +01:00
Henrik Rydgard
091fb28f55
Extract the glstate.blendcolor call from ConvertBlendState
2015-11-12 18:11:19 +01:00
Henrik Rydgard
71103cb0ca
Make ConvertBlendState into a reasonably pure function with no side effects
2015-11-12 18:11:15 +01:00
Henrik Rydgard
e97d771e0f
Extract blend state mapping into a function.
2015-11-12 15:57:33 +01:00
Henrik Rydgård
ce28ee28f1
Merge pull request #8198 from hrydgard/centralize-viewport-mapping
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Centralize viewport mapping
2015-11-12 15:27:31 +01:00
Henrik Rydgard
e6b39d65d3
Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered..
2015-11-12 15:26:06 +01:00
Henrik Rydgard
45da00d381
Fix viewport offset in gl non-buffered
2015-11-12 15:22:20 +01:00
Henrik Rydgard
7e3cd987cd
Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
2015-11-12 14:47:43 +01:00
Unknown W. Brackets
a821cd3f12
Disable UV range opt. for shader blending FBO.
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Obviously this is unsafe, not sure what I was thinking...
2015-11-09 23:31:34 -08:00
Henrik Rydgard
5a8e86e8ba
Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse.
2015-11-09 21:57:48 +01:00
Henrik Rydgard
5667f34805
Invert proj matrix offset properly in D3D.
2015-11-09 21:21:55 +01:00
Henrik Rydgard
a6ced1d0b4
Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
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D3D bugfixes. Not perfect yet.
2015-11-09 21:21:54 +01:00
Henrik Rydgard
77f2b0c9e9
Extract the viewport/scissor conversion into a function.
2015-11-09 21:21:54 +01:00
Henrik Rydgård
99b7741b96
Merge pull request #8194 from unknownbrackets/atrac-remaining
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Atrac: Correct outputs of sceAtracGetSoundSample()
2015-11-09 18:46:46 +01:00
Henrik Rydgård
9b6c66d88b
Merge pull request #8197 from unknownbrackets/atrac-sas
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Improve the SAS atrac functions a bit based on tests
2015-11-09 18:37:16 +01:00
Unknown W. Brackets
c22c181148
Sas: Automatically unpause voice on unset ATRAC3.
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Thie fixes voices in Sol Trigger after skipping a cutscene, and matches
tests.
2015-11-09 08:25:35 -08:00
Unknown W. Brackets
5374e6a8fc
Sas: Add validation for ATRAC3 voices.
2015-11-09 08:25:28 -08:00
Unknown W. Brackets
c1d59f263a
Atrac: Ignore the loopNum value for SAS streams.
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It seems like this is ignored, and games overwrite it with the voice
number and expect it not to change.
2015-11-09 08:23:45 -08:00
Unknown W. Brackets
21fd209f0e
Atrac: Correct outputs of sceAtracGetSoundSample().
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Without these being correct (especially without loopEnd vs. endSample
being correct), Toukiden Kiwami doesn't play background music.
2015-11-08 19:55:28 -08:00
Henrik Rydgård
9462bf3ba7
Merge pull request #8192 from unknownbrackets/atrac-sas
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Fix issues in Sol Trigger with atrac/sas
2015-11-08 21:38:09 +01:00
Unknown W. Brackets
09f77509d9
Sas: Reduce ECHO effect repeat level.
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Previously, it sounded horrible in Sol Trigger - can be observed in
tutorial boxes when going into battle, for example, and also several other
effects. Halving this value sounds a lot more correct.
It's not clear what value exactly is correct.
2015-11-08 12:25:30 -08:00
Unknown W. Brackets
a3f7598020
Atrac: Use fileoffset for curOff context value.
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This doesn't match my tests so far, but Sol Trigger works correctly this
way. Since this value is primarily only used for SAS, changing it back
for now until more thoroughly testing SAS makes sense.
2015-11-08 12:24:30 -08:00
Unknown W. Brackets
6b413a808f
Atrac: Handle SAS end the same way as other types.
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It makes sense to match, and this sounds right in Sol Trigger. Haven't
tested in detail yet, but it should prevent cutting off sounds.
2015-11-08 12:23:32 -08:00
Unknown W. Brackets
ac524eee1b
Atrac: Also read loop count from context RAM.
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Observed the Sol Trigger demo's library writing values here, although in
the cases I saw it wasn't changing it from 0.
2015-11-08 12:22:12 -08:00
Unknown W. Brackets
43238322ef
Let's try a more limited heuristic.
2015-11-08 09:38:18 -08:00
Henrik Rydgård
3631b55851
Merge pull request #8191 from unknownbrackets/minor
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Minor cleanup in Atrac, report depth equality tests
2015-11-08 18:05:22 +01:00
Unknown W. Brackets
2c0b662484
Report depth test equality checks.
2015-11-08 09:04:12 -08:00
Unknown W. Brackets
a0604c6de3
Atrac: DRY a tiny bit of the code down.
2015-11-08 09:04:11 -08:00
Henrik Rydgård
87cf8029f1
Merge pull request #8190 from unknownbrackets/atrac-remaining
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Correct initial sample offset for certain files
2015-11-08 17:41:56 +01:00
Unknown W. Brackets
28a957694a
Atrac: Apply second FACT as loop offset.
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It seems like, when these values are different, the difference indicates
some kind of delta in other sample values?
Mostly trying to match values coming out of firmware structs here.
Fixes music looping in Kurohyo 2.
2015-11-08 08:26:41 -08:00
Unknown W. Brackets
27043b5fa5
Atrac: Do not output remain on ending decode.
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It's not supposed to output 0, or -1, or anything. It leaves the original
value in place. This is probably why some games "liked" different values.
2015-11-08 08:20:09 -08:00