Unknown W. Brackets
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5e363bcbd2
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Don't allow gpu->Flush() to be called publicly.
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2013-08-09 22:57:54 -07:00 |
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Unknown W. Brackets
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4803f72b36
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Add a "multithreaded" UI option on Windows.
Not on other platforms since not yet tested.
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2013-08-09 22:57:50 -07:00 |
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Unknown W. Brackets
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3819886e2e
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Add a way to synchronize with the GPU thread.
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2013-08-09 22:41:32 -07:00 |
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Unknown W. Brackets
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b1344f8254
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Get rid of CoreTiming::AdvanceQuick().
It basically existed for savestates, so no longer needed.
Fixes issues with events not running when they should.
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2013-08-07 00:32:29 -07:00 |
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Unknown W. Brackets
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b298432e8f
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Use threadsafe events for GE communication.
Hopefully this doesn't cause problems again for 3rd Birthday or FF Type-0.
Kinda need it.
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2013-08-07 00:32:28 -07:00 |
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Unknown W. Brackets
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9e94f9a896
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Specify memory layout endianness in sceGe.
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2013-07-29 22:47:37 -07:00 |
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Unknown W. Brackets
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ded3fb5e12
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Add reporting to a bunch of unimpl functions.
Also some comment/logging fixes along the way.
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2013-05-19 22:12:37 -07:00 |
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raven02
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14f6560fde
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Use CoreTiming::AdvanceQuick();
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2013-05-10 09:38:44 +08:00 |
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Unknown W. Brackets
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8ffbdc32e6
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Eat some cycles in sceGeListUpdateStallAddr().
Another common function. Per real PSP timing.
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2013-05-04 23:42:11 -07:00 |
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Henrik Rydgard
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628c223234
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GPUCommon: Get rid of prev variable.
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2013-04-21 19:32:56 +02:00 |
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Unknown W. Brackets
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a8e8b096e6
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Use regular events for GPU for now, quicker.
There's too much latency in threadsafe events, causing tests to fail.
Might break games too. I guess they need to execute more often...
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2013-04-07 17:52:57 -07:00 |
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Unknown W. Brackets
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6190918158
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Don't allow two drawsyncs to be in play at once.
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2013-04-07 17:37:24 -07:00 |
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Unknown W. Brackets
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5d017829ad
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Make sure lists aren't reused before they complete.
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2013-04-07 17:05:11 -07:00 |
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Unknown W. Brackets
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57770dbd95
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Delay GPU signals and waits to simulate cycles.
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2013-04-07 17:05:11 -07:00 |
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Unknown W. Brackets
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0ca4e5f0a7
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Implement the jump, call, and ret signals.
Still buggy, but more things show...
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2013-04-06 11:03:43 -07:00 |
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Unknown W. Brackets
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376ad80d76
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Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
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2013-04-06 10:12:41 -07:00 |
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Unknown W. Brackets
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dac448dfae
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Implement the pause signal a bit better.
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2013-04-06 09:59:24 -07:00 |
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Unknown W. Brackets
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77311a121d
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Don't listsync until after the signal handler.
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2013-04-06 08:36:03 -07:00 |
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Unknown W. Brackets
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c0f20c2fdd
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If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
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2013-04-06 02:30:37 -07:00 |
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Unknown W. Brackets
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c57954a72e
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Implement sceGeDrawSync().
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2013-04-06 02:30:37 -07:00 |
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Unknown W. Brackets
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ef1086413c
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Correct wait signal handling.
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2013-04-05 00:32:35 -07:00 |
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Unknown W. Brackets
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339b444703
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Switch to a fixed size displaylist queue.
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2013-04-05 00:32:34 -07:00 |
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Unknown W. Brackets
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7738b42b9c
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Implement sceGeBreak()/sceGeContinue().
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2013-04-04 00:36:43 -07:00 |
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Unknown W. Brackets
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15cb005a60
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Always trigger FINISH and SIGNAL from END.
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2013-04-03 08:16:43 -07:00 |
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Unknown W. Brackets
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affe91cb3b
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Refactor some GPU methods to return errors.
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2013-03-31 23:57:03 -07:00 |
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