Henrik Rydgard
120e4329ba
Revert the analog key names (lost mappings)
2014-06-10 00:24:14 +02:00
Henrik Rydgard
c39c36ddea
Improve layout of control mapping screen
2014-06-09 22:26:23 +02:00
Henrik Rydgard
e01f8232bd
Try the quickfix proposed for 6272 at 1080p, works nicely.
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Might want to do something more ambitions, too, allowing minor crops
on more resolutions...
2014-06-09 21:22:12 +02:00
Sacha
5598fe4bde
Travis: Fix Blackberry
2014-06-10 04:16:43 +10:00
Henrik Rydgard
d6b51d4dfa
Reduce some excessive logging
2014-06-09 19:40:05 +02:00
Henrik Rydgard
339c4d7dc3
Fix a bunch of typos breaking various utility shaders on GLES
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Fixes white shadows in FF-Type 0 on Tegra, as mentioned in #6268
2014-06-09 19:15:45 +02:00
Sacha
3e50086d19
Travis: update. Fix screenshots in Qt
2014-06-10 02:51:23 +10:00
Sacha
e75801a9d1
Travis: Use g++ 4.8 on Linux and Blackberry.
2014-06-10 00:35:30 +10:00
Sacha
e57ae29e4a
Symbian: Switch to GCC 4.7.3. Blackberry: Switch to GCC 4.8.2
2014-06-09 23:49:30 +10:00
Henrik Rydgård
8bef7c64b1
Merge pull request #6262 from unknownbrackets/framebuf-estimate
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Assume 512 tall framebuffers are wrong too
2014-06-09 13:02:57 +02:00
Henrik Rydgård
28da52472a
Merge pull request #6269 from xsacha/master
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Travis: Update to GCC 4.7.3 for Symbian.
2014-06-09 12:52:35 +02:00
Sacha
fd70cfa149
Travis: Update to GCC 4.7.3 for Symbian.
2014-06-09 20:28:26 +10:00
Unknown W. Brackets
0550b9372a
Skip nop padding between functions.
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Fixes graphical artifacts in Final Fantasy Tactics, recognizing memset and
memcpy.
2014-06-09 00:16:03 -07:00
Unknown W. Brackets
f801123849
Correct some depal format reporting.
2014-06-08 23:28:55 -07:00
Unknown W. Brackets
1bd44fd4e2
Typo.
2014-06-08 23:21:16 -07:00
Unknown W. Brackets
63e0d47de6
Report unsupported RGB and a/stencil masks.
2014-06-08 22:45:59 -07:00
Unknown W. Brackets
3884550c7b
Remove a few TODOs that aren't relevant anymore.
2014-06-08 22:35:48 -07:00
Unknown W. Brackets
375bc34c4b
Skip direct blocktransfer draw in buffered.
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It isn't needed anymore, and causes glitches in Tales of Phantasia X.
2014-06-08 17:30:51 -07:00
Unknown W. Brackets
125a440e71
Try scissor/region height if viewport is == 512.
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Fixes Tales of Phantasia X menu in towns, where it uses a 480 tall
framebuffer but specifies a 512 tall viewport.
2014-06-08 17:30:51 -07:00
Unknown W. Brackets
5fd0adcb6a
Fix framebuf blit on resize.
2014-06-08 17:30:50 -07:00
Henrik Rydgård
d3887983ad
Merge pull request #6263 from unknownbrackets/gpu-blocktransfer
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Fix intra-buffer blit, Tales of Phantasia X save pictures
2014-06-09 01:45:29 +02:00
Unknown W. Brackets
a926b19c03
Hook Tales of Phantasia X save pictures.
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Maybe other games will use the same func even. This makes save pictures
work correctly the first time.
2014-06-08 16:38:43 -07:00
Unknown W. Brackets
38dde1f6b5
Fix a debugger crash on shutdown.
2014-06-08 16:35:39 -07:00
Unknown W. Brackets
fdf15cf05f
Fix intra-buffer blit at non-1x resolutions.
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Oops.
2014-06-08 16:26:47 -07:00
Henrik Rydgård
019757a2b8
Merge pull request #6260 from unknownbrackets/gpu-blocktransfer
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Fix block transfer download with bpp mismatch
2014-06-09 00:15:25 +02:00
Henrik Rydgard
e8433f6fef
cheat screen: Add shortcut to launch notepad with the current cheat file
2014-06-09 00:13:59 +02:00
Unknown W. Brackets
3a0cce575c
Fix block transfer download with bpp mismatch.
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Pretty sure this will take care of #6258 .
2014-06-08 15:05:10 -07:00
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