sum2012
86c76fc4dc
Add remain frame information in sceAtracGetRemainFrame
2015-03-18 00:29:32 +08:00
Unknown W. Brackets
0dda098b2b
Oops, forgot to actually reset vertex shader.
2015-03-15 17:05:23 -07:00
Henrik Rydgård
0b7ae3dc8b
Merge pull request #7600 from unknownbrackets/depal
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Improve gl lost handling for depal, minor tweaks
2015-03-15 23:26:49 +01:00
Unknown W. Brackets
d00f6adf11
Avoid querying attrib locations in depal runtime.
2015-03-15 14:44:13 -07:00
Unknown W. Brackets
8f8aeaef77
Improve depal shader failure cases.
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Primarily, this handles lost (e.g. Android sleep) better, in that it
recreates the vertex shader. Previously, this would simply cause all
future depal operations to fail, and to constantly retry compiling and
linking the failed program.
2015-03-15 13:15:16 -07:00
Henrik Rydgård
37344d1d57
Merge pull request #7586 from unknownbrackets/ui-tweaks
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Act as if unreadable files don't exist
2015-03-15 17:31:47 +01:00
Unknown W. Brackets
e3f5998b25
Merge pull request #7598 from daniel229/error-report
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Report sceUtility(Un)loadUsbModule.
2015-03-15 08:37:54 -07:00
daniel229
88249e89a8
Report sceUtility(Un)loadUsbModule.
2015-03-15 23:33:32 +08:00
Henrik Rydgård
1f987ef6fc
Merge pull request #7596 from daniel229/sceUtility
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Add functions sceUtilityLoadUsbModule() and sceUtilityUnloadUsbModule()
2015-03-15 15:32:53 +01:00
daniel229
655c25c692
Add sceUtilityLoadUsbModule() and sceUtilityUnloadUsbModule()
2015-03-15 21:08:11 +08:00
Henrik Rydgård
085ecc0a64
Merge pull request #7591 from unknownbrackets/gpu-framebuf
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Better glInvalidateFramebuffer usage, track usage flags better
2015-03-15 11:18:30 +01:00
Henrik Rydgård
d4840165bc
Merge pull request #7594 from unknownbrackets/gpu-minor
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Read pending vertex data before exiting gpu loop
2015-03-15 11:14:43 +01:00
Unknown W. Brackets
6b26e1a591
Read pending vertex data before exiting gpu loop.
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Fixes save pictures in Crimson Gem Saga.
2015-03-14 18:11:24 -07:00
Unknown W. Brackets
0f38a1f459
Invalidate buffers after using for post shaders.
2015-03-14 16:16:32 -07:00
Unknown W. Brackets
e7b830ff61
Invalidate buffers used for download.
2015-03-14 16:11:20 -07:00
Unknown W. Brackets
d8478255d4
Invalidate temp FBOs each frame.
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These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
Unknown W. Brackets
2b0e0c547d
Fix glInvalidateFramebuffer in EmuScreen.
2015-03-14 16:01:43 -07:00
Unknown W. Brackets
7e0489c83e
Keep better track of framebuf usage flags.
2015-03-14 15:21:58 -07:00
Unknown W. Brackets
e45daac41c
Fix a dumb mistake for shader framebuf fetch.
2015-03-14 00:14:59 -07:00
Unknown W. Brackets
3ce582f8a7
Act as if unreadable files don't exist.
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This mainly affects Linux. If a file cannot be opened for reading, we
should just return false for Exists(), since that will prevent us from
trying to read from the file later.
2015-03-12 19:58:09 -07:00
Unknown W. Brackets
dad8f5cd25
Fix a bad pointer dereference / cast.
2015-03-10 10:56:09 -07:00
Henrik Rydgård
33b291a36e
Merge pull request #7567 from unknownbrackets/gpu-blend
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Use framebuffer fetch more and on more devices
2015-03-09 22:24:23 +01:00
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