Unknown W. Brackets
baf465500a
Fix a bad iterator dereference in sceMpeg.
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Though not sure it should actually reach here, let's at least not crash.
2014-08-31 21:15:04 -07:00
Henrik Rydgård
1fd2316e32
Merge pull request #6818 from sum2012/log
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Add a "no loop information" log
2014-09-01 00:54:56 +02:00
sum2012
06fae5bcbc
Add a "no loop information" log
2014-09-01 04:47:12 +08:00
Unknown W. Brackets
ff8846eabb
Disable the loadexec test for now.
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It hangs because it calls sceKernelSelfStopUnloadModule which we ignore,
but for now let's skip it to speed up tests.
2014-08-31 09:25:00 -07:00
The Dax
612cc37878
Fix a couple small style issues.
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Trying to be consistent with the coding style..
2014-08-31 04:16:22 -04:00
Henrik Rydgård
c02f1ca3e1
Merge pull request #6812 from unknownbrackets/jit-minor
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Correctly handle flags/temp regs when setting rounding mode
2014-08-31 09:30:51 +02:00
Henrik Rydgård
94ee0c5a01
Merge pull request #6815 from unknownbrackets/gpu-minor
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Eat cycles during GE block transfers
2014-08-31 09:29:09 +02:00
Henrik Rydgård
afb31ef79a
Merge pull request #6811 from unknownbrackets/d3d9
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d3d: Add basic stencil mask handling
2014-08-31 09:27:46 +02:00
Henrik Rydgård
218fd7bab5
Merge pull request #6805 from sum2012/kernel
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Fix sceKernelSelfStopUnloadModule parameters
2014-08-31 09:27:23 +02:00
Henrik Rydgård
64bc2b7bdb
Merge pull request #6816 from thedax/win32-Unicode
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Win32: Use wide strings to parse some command-line arguments, and convert them to proper UTF-8 for others.
2014-08-31 09:26:31 +02:00
The Dax
f22212369f
Remove a few unneeded parentheses, and use nullptr instead of NULL.
2014-08-31 03:19:19 -04:00
Henrik Rydgard
abe08c977c
Update native (now compiles dx shaders as 2_0)
2014-08-31 09:11:22 +02:00
The Dax
906396c602
GetWideCmdLine doesn't need to be exposed in the header anymore.
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Also fix a warning.
2014-08-31 03:07:52 -04:00
Unknown W. Brackets
5f6f6827b5
jit: Update rounding mode immediately on ctc1.
2014-08-30 23:48:27 -07:00
The Dax
3590352429
Win32: Use wide strings to parse most command-line arguments.
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Also do a tiny bit of cleanup in main.cpp (replacing strcmps with simple string equality checks).
2014-08-31 02:47:25 -04:00
Unknown W. Brackets
8e14dc1acd
Fix path issue running tests on Linux.
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No trailing slash. Doesn't hurt Windows to have an extra one.
2014-08-30 22:38:19 -07:00
Unknown W. Brackets
e1d2e72480
Add block transfer to null gpu.
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For tests, better to have it here.
2014-08-30 22:14:58 -07:00
Unknown W. Brackets
de0a914d3b
Fix a type conversion warning.
2014-08-30 22:06:38 -07:00
Unknown W. Brackets
514772e18e
Avoid some magic numbers.
2014-08-30 22:06:25 -07:00
Unknown W. Brackets
337b34ef6a
Eat cycles during block transfers.
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Tests show this takes a number very close to 1.9 times the number of bytes
in cycles @222.
Using that value caused a tiny fps drop in one area of the God of War
demo, which may be correct but might also cause complaints. A lot of our
other timing is not accurate, so using a lower value (1.6) to be on the
safer side.
This may cause things to reschedule more accurately when games drawsync,
and improves the gpu/commands/blocktransfer test.
2014-08-30 22:02:28 -07:00
Unknown W. Brackets
e8cdbcc33f
x86jit: Fix some flags/EAX trashing in rounding.
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Fixes #6810 .
2014-08-30 16:46:43 -07:00
Unknown W. Brackets
8daff0a25e
armjit: Fix some downcount issues with rounding.
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When setting the rounding mode we need to be super careful about not
destroying flags or R0 if they are needed.
2014-08-30 16:43:13 -07:00
Unknown W. Brackets
820a8e8f2b
armjit: Don't reset downcount on fpu instructions.
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It's maintained always, oops.
2014-08-30 16:30:13 -07:00
Unknown W. Brackets
cdbcc12a4e
Oops, flipping was off by one.
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That's why software and directx9 were off, arg.
2014-08-30 13:19:52 -07:00
Unknown W. Brackets
f842d309b2
Swap RGBA/BGRA when comparing screenshot data.
2014-08-30 12:26:12 -07:00
Unknown W. Brackets
9ce5c49978
d3d: Add basic stencil mask handling.
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Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -07:00
Henrik Rydgård
d9fbc1d30e
Merge pull request #6809 from unknownbrackets/headless
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Allow headless to compare Direct3D 9
2014-08-30 19:44:02 +02:00
Unknown W. Brackets
b68be67d9a
Workaround headless help not showing graphics.
2014-08-30 09:57:56 -07:00
Unknown W. Brackets
bc66a43fb3
Centralize dx9 and gles headless stuff.
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Well, could be cleaner, but this way all the comparison stuff works.
2014-08-30 09:55:40 -07:00
Unknown W. Brackets
af9e0510c3
Use the debug interface to compare screenshots.
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This way it's already implemented in all backends.
2014-08-30 09:45:51 -07:00
Unknown W. Brackets
5e07a40a83
Oops, buildfix Android/etc.
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This is not declared there.
2014-08-30 07:13:36 -07:00
Henrik Rydgård
1c8c652d81
Merge pull request #6807 from unknownbrackets/danganronpa-hack
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Use 8888, always, for Danganronpa's FBOs
2014-08-30 15:32:06 +02:00
Unknown W. Brackets
361b9a2572
Use 8888, always, for Danganronpa's FBOs.
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This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
sum2012
55cb292bad
Correct sceKernelSelfStopUnloadModule 's name and logging
2014-08-29 20:36:21 +08:00
sum2012
26b25052c2
Fix sceKernelSelfStopUnloadModule parameters
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According to http://code.google.com/p/jpcsp/source/detail?r=3597
2014-08-29 20:31:25 +08:00
Henrik Rydgård
c5e80d0999
Merge pull request #6801 from unknownbrackets/d3d
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d3d: Avoid rewriting textures to BGRA from RGBA, just swizzle
2014-08-28 11:21:19 +02:00
Henrik Rydgård
413ea36d15
Merge pull request #6800 from unknownbrackets/fbo-bind-opt
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Optimize framebuffer binding and blits
2014-08-28 10:29:09 +02:00
Unknown W. Brackets
4e5778d714
d3d: Correctly disable stencil testing.
2014-08-28 01:21:29 -07:00
Unknown W. Brackets
1f51fe7843
d3d: Avoid rewriting textures, just swizzle.
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Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.
Technically we could do it in OpenGL as well.
Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Unknown W. Brackets
5a3a972d95
Perform intra-buffer blits directly.
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As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00
Unknown W. Brackets
9cab344026
Rebind the fbo after inter-buffer copy.
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Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
2014-08-27 23:10:07 -07:00
Unknown W. Brackets
fc5d62804e
Avoid unbinding the draw fbo where possible.
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If we're just going to bind another one, no need to trade around.
2014-08-27 23:08:17 -07:00
Unknown W. Brackets
77e050d044
Only unbind the read fbo id draw can be skipped.
2014-08-27 23:07:11 -07:00
Unknown W. Brackets
fbb85820f7
Update native to cache bound fbos.
2014-08-27 23:07:00 -07:00
Unknown W. Brackets
a8b78a46bd
Forget the bound texture on fbo_create().
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Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
Unknown W. Brackets
140eb82821
d3d: Don't flip render-to-tex.
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Fixes flipped screens and objects in a bunch of games.
2014-08-27 07:19:41 -07:00
Sacha
8edf25552f
Fix issue with LoadSymbolMap filename
2014-08-27 05:16:06 +10:00
Henrik Rydgård
141d3b657a
Merge pull request #6791 from unknownbrackets/d3d
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d3d: Enable state caching, fix another color issue, fix scale
2014-08-26 17:26:24 +02:00
Unknown W. Brackets
2191382a7a
d3d: Scale positions by 128/32768.
2014-08-26 08:18:24 -07:00
Unknown W. Brackets
d987cfea37
d3d: Cache sampler/render state like in GL.
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Small 3% performance improvement. Also, would prefer to have the bugs
from this now rather than later.
2014-08-26 08:08:02 -07:00