Unknown W. Brackets
996d97a05e
Properly savestate loaded modules.
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May fix savestates in games that use modules heavily, like Yu-Gi-Oh, Metal
Gear Solid, Tales of Radiant Mythology, and Valkyrie Profile.
2014-01-22 01:06:59 -08:00
Henrik Rydgård
d6a2f52e47
Update native with unknown's unicode fix
2014-01-21 20:03:55 +01:00
Henrik Rydgård
a6a774b2b4
Merge pull request #5167 from sum2012/patch-1
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Add LoadExecForKernel and SysMemForKernel
2014-01-21 06:16:33 -08:00
sum2012
62e9e42b2c
Add LoadExecForKernel and SysMemForKernel
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Find in chinese verison of Tales of Phantasia
sample log:https://gist.github.com/sum2012/5396a013391d9f7b6124
2014-01-21 22:02:07 +08:00
Henrik Rydgård
ab2b0683ef
Re-enable screen rotation on Android.
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This time, let's fix the issues that come up instead of reverting.
2014-01-21 10:22:06 +01:00
Henrik Rydgård
d832249902
Update native
2014-01-21 10:21:40 +01:00
Henrik Rydgård
c6102e5af4
Merge pull request #5165 from unknownbrackets/mpeg-minor
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Handle alternating video streams a lot better
2014-01-21 01:20:26 -08:00
Unknown W. Brackets
f19d8d2eae
Handle alternating video streams a lot better.
2014-01-21 01:16:16 -08:00
Henrik Rydgård
b15ead5b5c
Merge pull request #5150 from unknownbrackets/texcache
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Duplicate framebuffers that are rendered onto themselves
2014-01-20 12:21:06 -08:00
Unknown W. Brackets
9cfb8648c0
Keep a map of temporary buffers for self renders.
2014-01-20 07:54:40 -08:00
Unknown W. Brackets
c6dc6b46e5
Clear the duplicate FBO on shutdown.
2014-01-20 07:54:39 -08:00
Unknown W. Brackets
b48de952fd
Duplicate framebuffers textured onto themselves.
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This fixes #2917 .
I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
Unknown W. Brackets
60cf5df571
Consider the texture changed when framebuf changes.
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Needed to properly consider render to self (should rebind if the
framebuffer is later used with a separate target.)
2014-01-20 07:52:09 -08:00
Unknown W. Brackets
09f1c795e5
Pass around texture pointers, not addresses.
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This makes it possible to override it easier, rather than needing it in
PSP RAM.
2014-01-20 07:52:09 -08:00
Henrik Rydgård
769f338102
Merge pull request #5163 from raven02/patch-30
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Put depth copy as BindFramebufferDepth()
2014-01-20 06:14:03 -08:00
raven02
ee3c3bca4a
Add BindFramebufferDepth()
2014-01-20 22:03:12 +08:00
raven02
a132b54c01
Put depth copy as BindFramebufferDepth()
2014-01-20 22:02:20 +08:00
Henrik Rydgård
f16fa45932
Merge pull request #5162 from unknownbrackets/reporting
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Report block transfers we don't support
2014-01-20 01:59:34 -08:00
Unknown W. Brackets
b0a1340a80
Report block transfers we don't support.
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Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Henrik Rydgård
a381903889
Merge pull request #5160 from unknownbrackets/ui-tweaks
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windows: Ignore key/mouse input while menu focused
2014-01-20 01:30:39 -08:00
Henrik Rydgård
88a6a0789a
Merge pull request #5161 from unknownbrackets/texcache2
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Don't call SetTexture() in clear mode
2014-01-20 01:15:36 -08:00
Unknown W. Brackets
3e7f749f6d
Change the self message for separate reporting.
2014-01-20 01:07:01 -08:00
Unknown W. Brackets
c412bbc09c
Don't call SetTexture() in clear mode.
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It's just a waste of time, the game is probably being lazy.
2014-01-20 01:04:48 -08:00
Unknown W. Brackets
83eb5f05bc
windows: Ignore key/mouse input while menu focused.
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This prevents arrow and shortcut keys from being considered inputs to the
game or UI.
2014-01-20 00:57:20 -08:00
Unknown W. Brackets
0e286d6603
windows: Re-enable scaling on gl_extensions change.
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This fixes the fact that it's not filled in the first time UpdateMenus()
is called, since it's called again whenever you open the menu anyway.
2014-01-20 00:42:04 -08:00
Henrik Rydgård
7d8b4b5cfe
Merge pull request #5158 from unknownbrackets/softgpu
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Fix a bunch of issues in line drawing in softgpu
2014-01-19 23:59:32 -08:00
Henrik Rydgård
1e360d5c0a
Merge pull request #5153 from unknownbrackets/texcache2
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Allow texture scaling on changed textures
2014-01-19 23:58:03 -08:00
Henrik Rydgård
70f8b14156
Merge pull request #5155 from unknownbrackets/texscaling
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Disable scaling to odd multiples when unsupported.
2014-01-19 23:57:20 -08:00
Henrik Rydgård
dceea9c00f
Merge pull request #5152 from unknownbrackets/ui-tweaks
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Show the Windows open dialog on a separate thread
2014-01-19 23:56:31 -08:00
Unknown W. Brackets
5a7d400f4b
softgpu: Fix lines drawn upward or leftward.
2014-01-19 23:32:53 -08:00
Unknown W. Brackets
8271ec1a55
softgpu: Avoid a divide by 0 in line interpolation.
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Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
Unknown W. Brackets
74c1b21b59
softgpu: Don't redraw every pixel of a line 16x.
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Fixes the insane slowness when processing lines. Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
Unknown W. Brackets
4de20258eb
Don't bother writing an empty symbol map.
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For example, when accidentally opening an invalid file.
2014-01-19 21:34:16 -08:00
Unknown W. Brackets
eeaeb91610
Disable scaling to odd multiples when unsupported.
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May help #4000 .
2014-01-19 21:14:21 -08:00
Unknown W. Brackets
9680a7ccc7
Allow texture scaling on changed textures.
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But only if they don't change very frequently. Should fix #1934 .
2014-01-19 20:54:48 -08:00
Unknown W. Brackets
360068075b
windows: Show the open dialog on a separate thread.
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Allows the screen to continue rendering, which should prevent black
screens, etc. while browsing.
May help #2755 .
2014-01-19 20:15:08 -08:00
Henrik Rydgård
6c90f4bcf7
Merge pull request #5149 from unknownbrackets/ui-tweaks
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Load games asynchronously (instead of stalling), fix keyboard
2014-01-19 15:48:14 -08:00
Unknown W. Brackets
a73b15b963
In multithreadead, load the game async.
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This way if it takes time to load, things aren't frozen while it's doing
that. This allows us to show any sort of loading animation or etc. we
want.
Before, it might show a odd looking game select screen while loading, and
then finally go to black. Now it immediately goes to black.
Fixes #2030 .
2014-01-19 14:41:01 -08:00
Unknown W. Brackets
0fa371ccbf
windows: Check PSP_IsInited() in more places.
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This prevents showing buttons as clickable, etc. in the debugger mainly.
2014-01-19 14:25:12 -08:00
Unknown W. Brackets
16cdbbf0d2
windows: Skip gamepad HIDs, don't work everywhere.
2014-01-19 14:24:49 -08:00
Henrik Rydgård
5361b9b4f6
Merge pull request #5147 from unknownbrackets/perf
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Eat some cycles in a few minor places
2014-01-19 13:40:13 -08:00
Unknown W. Brackets
f8883279b5
Eat some cycles when flipping the framebuffer.
2014-01-19 12:53:19 -08:00
Henrik Rydgård
a0579155d6
Merge pull request #5146 from unknownbrackets/rawinput
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Separate out rawinput handling
2014-01-19 12:51:57 -08:00
Unknown W. Brackets
ab49de0331
Eat some cycles when getting the current thread id.
2014-01-19 12:44:55 -08:00
Unknown W. Brackets
8396cdf227
Eat cycles when enqueuing GE lists.
2014-01-19 12:44:55 -08:00
Unknown W. Brackets
f258cb24c2
Eat some cycles when reading the button data.
2014-01-19 12:44:54 -08:00
Unknown W. Brackets
73d6accafc
Eat a few cycles when checking callbacks.
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Some games really spam this function.
2014-01-19 12:44:54 -08:00
Unknown W. Brackets
553990d5a0
Eat cycles when messing with the dispatch thread.
2014-01-19 12:44:53 -08:00
Unknown W. Brackets
afff20a642
Eat some cycles when working with event flags.
2014-01-19 12:44:53 -08:00
Unknown W. Brackets
d24668c9c3
Eat some cycles in suspend/resume interrupt funcs.
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These are really common, hope this doesn't have ill effects...
2014-01-19 12:44:52 -08:00