Commit Graph

16064 Commits

Author SHA1 Message Date
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
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.
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
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
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
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
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
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.
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.
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.
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
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
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