Henrik Rydgard
e8433f6fef
cheat screen: Add shortcut to launch notepad with the current cheat file
2014-06-09 00:13:59 +02:00
Henrik Rydgård
89667a870b
Merge pull request #6259 from unknownbrackets/fbtex-offset
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Apply byte offset when using rendered textures
2014-06-08 23:34:22 +02:00
Unknown W. Brackets
b163ab9203
Use an extra shader id bit to skip offsetting.
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Since the vast majority of the time it will be 0.
2014-06-08 14:28:18 -07:00
Unknown W. Brackets
865941a66d
Ignore needShaderTexClamp when not texmapping.
2014-06-08 14:27:57 -07:00
Unknown W. Brackets
acab898be0
Keep track of x/y offset for render-to-tex.
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Fixes intro in Valkyrie Profile now that we're wrapping correctly.
2014-06-08 14:27:05 -07:00
Henrik Rydgard
9c799b773d
Don't use glTexStorage2D, see issue #6075
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Probably didn't help much anyway.
2014-06-08 18:36:18 +02:00
Henrik Rydgard
77c85bccdd
Don't lose focus after mapping a control.
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Makes it a lot less aggravating to remap more than one control using a controller.
Also fixes a race condition.
2014-06-08 15:38:13 +02:00
Henrik Rydgard
a31194a877
Add some sanity checks when looking up syscalls.
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This may avoid crashing the emu when it starts executing junk (still not good of course, heh).
2014-06-08 13:03:03 +02:00
Henrik Rydgård
fe58f8daa9
Merge pull request #6254 from unknownbrackets/framebuf-clamp
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Correct framebuf clamping, tex projection from framebuf
2014-06-08 11:22:38 +02:00
Henrik Rydgård
be02ea7769
Merge pull request #6255 from unknownbrackets/gpu-blocktransfer
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Enable "simulate block transfer" by default
2014-06-08 11:15:22 +02:00
Henrik Rydgard
4b9823c0ea
Let's see if there are any remaining fog INF/NAN issues out there
2014-06-08 11:06:34 +02:00
Henrik Rydgård
7b91be5911
Merge pull request #6252 from unknownbrackets/gpu-minor
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Allocate tex and buffer names in chunks
2014-06-08 10:43:06 +02:00
Unknown W. Brackets
4effd15fcb
Support Grand Knight History's line-by-line xfer.
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This is a bit hacky, but what it's doing at least makes sense enough to
heuristically detect. Still trying to avoid misdetecting God of War.
2014-06-07 23:59:34 -07:00
Unknown W. Brackets
84d69de7a1
Enable "simulate block transfer" by default.
2014-06-07 22:43:40 -07:00
Unknown W. Brackets
3f8ef6dacd
Ensure stride in bytes matches FBO up/download.
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Even if we should do the copy, we'll currntly use the wrong x/y/w/h.
This fixes incorrect uploads in God of War, which hurt performance a lot.
Unfortunately, in this game there's zero information to tell us the right
size of some small temp framebuffers it uses, so we overestimate their
sizes and the block transfer appears to fall into range.
2014-06-07 22:40:41 -07:00
Unknown W. Brackets
ed39bb7a9c
When projecting textures, flip V in frag shader.
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Slower, but this way we actually project correctly.
2014-06-07 19:32:19 -07:00
Unknown W. Brackets
da438b7c68
Fix clamping to the correct texel.
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This fixes things when edges bleed in from a larger framebuffer. We need
to clamp to the internal texels of the range.
2014-06-07 19:30:46 -07:00
Unknown W. Brackets
7226aad903
Don't allow the buf name cache to get too full.
2014-06-07 16:28:24 -07:00
Unknown W. Brackets
5f521bcfb0
Reuse buffer objects when possible.
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glBufferData() recreates anyway.
2014-06-07 16:20:12 -07:00
Unknown W. Brackets
4971206e92
Allocate vertexcache buffer names in chunks.
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Partially implements #6045 .
2014-06-07 16:15:37 -07:00
Unknown W. Brackets
0896c3412d
Allocate textures names in blocks.
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May improve performance slightly when loading or recycling textures.
Probably uploading the texture is bigger anyway.
2014-06-07 16:13:53 -07:00
Henrik Rydgård
8dbc4078cc
Merge pull request #6251 from unknownbrackets/framebuf-clamp
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Apply clamp and wrap to tex projection as well
2014-06-07 23:28:45 +02:00
Unknown W. Brackets
33b4cc2bcc
Apply clamp and wrap to tex projection as well.
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Not sure if this is the correct method or not, since it doesn't really
work properly right now.
2014-06-07 14:19:53 -07:00
mildlysec
c3dfb64839
Added ability to press analog keys lightly using shift button
2014-06-07 22:21:54 +02:00
Henrik Rydgård
f6f8d1df8f
Merge pull request #6250 from unknownbrackets/framebuf-clamp
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Apply tex wrap/clamp in shader for render-to-tex
2014-06-07 22:14:58 +02:00
Unknown W. Brackets
cc841bbe4c
Apply tex wrap/clamp in shader for render-to-tex.
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Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
2014-06-07 13:13:58 -07:00
Sacha
c9261b77f7
Silly typos.
2014-06-08 05:18:29 +10:00
Sacha
cb04c073b9
Update ArmCPUDetect to fix potential crashes. Merge from Dolphin.
2014-06-08 05:10:10 +10:00
Henrik Rydgård
e69130b591
Merge pull request #6248 from sum2012/Replace-table
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Fix Replace_memcpy crash
2014-06-07 19:13:16 +02:00
sum2012
cfa0e752e1
Fix Replace_memcpy crash
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Fix Replace_memcpy crash in #5496
2014-06-08 01:01:47 +08:00
Sacha
8ac1c17f74
Fix a warning. Update native (fix SDL joystick). Fixes #6241 .
2014-06-08 00:56:57 +10:00
Unknown W. Brackets
90b30f8bfe
Use module start func, not entry, if specified.
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Fixes #5539 , Ranshima Monogatari Rare Land Story. Still logging in case
it causes a problem.
2014-06-07 06:28:23 -07:00
Unknown W. Brackets
a53f165c06
Oops, update render size when resizing down too.
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Hopefully #6247 .
2014-06-07 06:26:03 -07:00
Unknown W. Brackets
d8e98786f7
Oops, fix logging on FBO creation.
2014-06-07 01:35:39 -07:00
Unknown W. Brackets
cda98334f8
Fix some crashes when switching rendering mode.
2014-06-07 00:52:58 -07:00
Henrik Rydgård
2696710dbd
Merge pull request #6245 from unknownbrackets/gpu-minor
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Support displaying from an offset in a framebuf
2014-06-07 09:25:29 +02:00
Henrik Rydgård
0f168723bc
Merge pull request #6246 from unknownbrackets/replace-funcs
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Enable function replacements by default
2014-06-07 09:22:39 +02:00
Unknown W. Brackets
2a2935003d
Oops, fix stencil upload at non-1x resolutions.
2014-06-07 00:18:49 -07:00
Unknown W. Brackets
a7b9ce205b
Enable function replacements by default.
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So things like Star Ocean work, and game memcpy()'s to GPU work.
This will make game start on mobile a bit slower, though. And there could
still be bugs so leaving as an option, but seems pretty stable. Didn't
realize it wasn't enabled by default.
2014-06-07 00:13:45 -07:00
Unknown W. Brackets
0bbeab28ec
Verify fbo exists when copying depth.
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Should fix #5343 based on stack trace.
2014-06-06 22:35:34 -07:00
Unknown W. Brackets
7a299fb1f2
Avoid displaying a wrong-format framebuf.
2014-06-06 21:11:58 -07:00
Unknown W. Brackets
8ec87040df
Detect staggered/interleaved rendering.
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Not sure why you'd do this, maybe to simultaneously render? Should help
the Silent Hill games which seem to do this.
2014-06-06 21:08:14 -07:00
Unknown W. Brackets
8d1b3ae7aa
Fix a vertexdec crash from the ge debugger.
2014-06-06 21:06:29 -07:00
Unknown W. Brackets
171629ba48
Separate fbo resize logic from creation.
2014-06-06 20:54:16 -07:00
Henrik Rydgård
986d54039c
Merge pull request #6240 from pal1000/work
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Have control mapper override the default shortcut keys for save states related commands. Fixes #6214 .
2014-06-06 20:43:28 +02:00
Henrik Rydgård
96787a95d7
Merge pull request #6239 from unknownbrackets/bof3-workaround
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Try to workaround Breath of Fire 3's render-to-tex
2014-06-06 20:42:13 +02:00
Unknown W. Brackets
48d0b8fb0b
Fix a crash in non-buffered rendering.
2014-06-06 10:28:18 -07:00
pal1000
8d9ecbb6b3
Do not map these keys. They are hard-coded. It just a waste. They are leftover from before finding the proper solution.
2014-06-06 18:19:10 +03:00
pal1000
a3c7c90517
Control mapper now overrides default shortcuts for saved states related commands
2014-06-06 11:52:36 +03:00
pal1000
c9983fb3da
Add some defines to separate hardcoded shortcuts from the mapped ones
2014-06-06 11:52:35 +03:00