Henrik Rydgard
d663e28bde
More work and optimization. Still not quite there.
2012-12-21 21:49:09 +01:00
Henrik Rydgard
3b114eb24a
More work on indexed draws. Not combining yet.
2012-12-21 19:16:17 +01:00
Henrik Rydgard
91744a03b0
Warning fixes
2012-12-21 16:50:13 +01:00
Unknown W. Brackets
9034cfbfd3
Defer HLE interrupts, vblank only when enabled.
...
Based on tests, vblank doesn't queue up (makes sense) while
interrupts are disabled.
I'm not 100% sure about the GPU stuff but it seems to only come
from HLE via sceGe, so this should fix those return values.
2012-12-20 21:54:40 -08:00
Henrik Rydgard
0448c62146
Properly size debug text when zoomed
2012-12-18 14:13:35 +01:00
Henrik Rydgard
4ef0627387
Revert puyo puyo hack, breaks things (not very surprisingly)...
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There has to be some function that should reschedule that doesn't, though...
2012-12-18 10:38:25 +01:00
Henrik Rydgard
2b8419e0ff
Attempt more accurate frame timing (windows). Increase audio volume.
2012-12-18 10:25:57 +01:00
Henrik Rydgard
b6ebe427ac
Use the right reschedule function..
2012-12-18 09:26:51 +01:00
Henrik Rydgard
3bd5cfed73
Work around for strange idling issue, various fixes
2012-12-17 23:33:24 +01:00
Henrik Rydgard
a60d487d8d
Create files for sceUsb
2012-12-17 21:45:32 +01:00
Henrik Rydgard
cb29c1ce4b
Don't use __KernelTriggerWait in sceDisplay
2012-12-17 20:14:54 +01:00
Unknown W. Brackets
fda41752e8
Simplify the API for HLE funcs to do callbacks.
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__KernelWaitCurThread() already (ultimately) calls __KernelCheckCallbacks.
2012-12-09 01:04:52 -08:00
TMaul
ea21789d34
Fake sceDisplayWaitVblankStartMulti
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And stub the sceVaudio fuctions called by DOA paradise
2012-12-06 18:02:56 +00:00
Unknown W. Brackets
fd2d666191
Add ctrl sampling (vblank).
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This makes it work like the PSP does with number of buffers, etc.
Still doesn't wait yet.
2012-12-02 15:44:23 -08:00
Henrik Rydgard
870ea6628b
Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working).
2012-11-26 17:35:08 +01:00
Henrik Rydgard
f3aeadedfa
Remove audio rate throttling, it's better to frame rate throttle. Gets rid of the slowdown that audio caused.
2012-11-23 10:35:28 +01:00
Henrik Rydgard
d141d205f8
Delete old textures, to prevent memory usage from growing indefinitely.
2012-11-22 23:07:15 +01:00
Henrik Rydgard
f378f959e1
Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices.
2012-11-20 10:59:23 +01:00
Henrik Rydgard
ee32db47b9
Assorted FBO fixes
2012-11-20 00:31:19 +01:00
Henrik Rydgard
4a49b8ee36
Workaround for motogp setting a bogus framebuffer address.
2012-11-19 23:53:38 +01:00
Henrik Rydgard
8b67975a47
GL: Framebuffer management using FBOs. Fixes flicker in Lumines and many others.
2012-11-19 23:29:14 +01:00
Henrik Rydgard
91e1cce17e
Some reorg in preparation for FBO work
2012-11-19 21:23:29 +01:00
Henrik Rydgård
14a59fdc75
Found a better way to do the previous change. Allow JIT on mac/linux.
2012-11-19 14:51:47 +01:00
Henrik Rydgård
fb25b7405c
Synchronize the mainloop to the display end-of-frame on nonWindows
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platforms.
2012-11-19 14:16:37 +01:00
kev :)
03bc871f56
sceDisplayWaitVblankStartMultiCB()
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This is wrong but better than having nothing in the method. The one game
I have found that uses this seems to be ok with this implementation.
2012-11-18 20:13:27 +00:00