PPSSPP mediaengine Git (2012/12/29) is compiled. PPSSPP mediaengine Git is a branch of PPSSPP. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP mediaengine Git Changelog:
* Merge pull request #285 from unknownbrackets/mediaengine
Fix mediaengine save states
* Can't just do that, might get the vtbl. Arg.
* Merge pull request #282 from unknownbrackets/mediaengine
mediaengine: Merge from master, add save states
* Add save stating changes to mediaengine.
Also makes it compile again.
* Merge branch 'master' into mediaengine.
Note: doesn't compile, just fixes conflicts.
Conflicts:
Core/HLE/sceKernel.cpp
Core/HLE/sceKernelThread.cpp
Core/HLE/sceKernelThread.h
* Reset JIT before saving/loading state
* Change save state extension to ".ppst"
* Quick build fix for gcc
* Merge pull request #266 from unknownbrackets/savestates
Initial progress on savestates (requesting review only)
* Add a simple devctl to verify the state.
Could do more, but this should be useful.
* Add some basic Windows UI for save states.
* Save the savedata and other dialog state.
Although, hopefully it wouldn't be running anyway.
* Savestate cleanup + be more careful with vectors.
For some reason I debugged it going into std::string so I just made
them all more explicit which fixed everything.
* Fix memory leak in msgpipe when loading state.
* Fix kernel object loading (ouch) from save states.
Also a fix to SAS voices not saving right.
* Start saving the state of the GPU.
Not 100% sure this is all that's needed, but let's try it.
* Don't store pointers in VagDecoder directly.
I'm assuming it's fine to not fix read_ when end_ happens.
Shouldn't be any performance penality, really.
* Start save stating audio, plus minor fixes.
* Warniof the sceIo defAction is used when stating.
This is broken anyway so skipping for now.
* Save state of a bunch of small modules.
* Fix a memory leak in the ISO filesystem.
* Start save stating the filesystem state.
Plus minor fixes and at least an attempt to make states the same
on both 32 and 64 bit.
* Snapshot the CPU state as well.
* Don't leak MipsCall objects.
* Add a registry for actions so they can be stated.
Also add late loaders to ensure things are hooked up properly.
* Change threadqueue and currentThread to be SceUIDs.
hmm, kind of a big change. Tried to add some checks to be safe.
* Require interrupt handlers to be registered.
This allows it to be save stated sanely.
* Add state saving to tertiary kernel modules.
* Add CoreTiming to save states.
I hope DoLinkedList works, seems like it should.
* Add a mechanism to restore event callback ptrs.
Ugh, more duplicates. Maybe can find a good way to refactor.
* Also handle save states while paused.
* Run save state operations at next Advance().
Should take some question marks out of things.
* Add Verify() method to quickly test states work.
* Fix a warning if loading wrong version / etc.
* Implement a factory for kernel objects.
Couldn't think of a better way to do this, maybe there's some fancy
one I don't know about.
Also finished up a couple left over kernel objects.
Maybe a quarter the way there?
* Add basic state for the memory kernel objects.
Not the actual memory partitions quite yet.
* Add basic DoState() to tertiary kernel objects.
* Initial state saving for kernelObjects.
* Add more stuff to GeDisasm. Advance index pointer on indexed draws.
* Just some cleanup of GPU code
* Merge pull request #277 from raven02/master
User define linear filtering
* User define linear filtering
* Possible buildfix
* Merge pull request #275 from Xele02/master
Save Update
* Add missing break
* * Add PSP Homebrew for encode/decode save between PSP and PPSSPP.
* Add code for sdk version info
Modify Encrypt file data
* Mode 8 Correction
Modif for save encryption in Param.sfo and export save filename and
encode key in a file
* Merge pull request #276 from artart78/patch-1
Fix buttons for the virtual gamepad
* Fix buttons for the virtual gamepad
* Merge pull request #265 from unknownbrackets/save-fixes
Stub out mode 12 so games think it's working
* Stub out mode 12 so games think it's working.
* Merge pull request #273 from artart78/master
Fixed the rest of the ELF issues
* Hopefully fix all the ELF loading issues
* Merge pull request #274 from raven02/master
Border cosmetic fix in save/load menu + add 2 stubs in sceAtrac
* OSK dialog cosmetic fix
* Add 2 stubs in sceAtrac
* Border cosmetic fix in save/load menu
* ge: fix bug with indexed primitives
* Try to fix linux build
* Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
* Add some options to ingame menu. Minor fixes.
* Clamp colors before fragment shader.
* Merge pull request #264 from tmaul/master
Some clean up
* Last of the error=0 reverts
* More error=0 reverts
* Revert some error=0 stuff
Just make them unitialised.
* Clean up more warnings
* Random bits of cleanup
* Merge pull request #271 from artart78/master
Implemented user segment relocations
* Implemented classic segment relocations
* Merge pull request #269 from KentuckyCompass/case3
Fix brain fart.
* Fix brain fart.
* Merge pull request #267 from KentuckyCompass/case_insensitive2
Case insensitive2
* Remove pointless string clear()
* Minor comment edit.
* Simulate case insensitivity on case sensitive platforms.
* Storing a size_t returned from std::string in an int and checking for negative is weird.
* Add an ERROR_LOG for GetDirListing not implemented on non-Windows.
* Implement opening for append in DirectoryFileSystem. Add more non-Windows access modes.
* Reindent.
* Add HOST_IS_CASE_SENSITIVE define
* Merge pull request #268 from KentuckyCompass/dotdot_beyond_root
Confirmed: PSP ignores .. beyond root.
* Confirmed: PSP ignores .. beyond root.
* Merge pull request #263 from unknownbrackets/audio-minor
Add more atrac3 stubs to get games farther
* Add more atrac3 stubs to get games farther.
* Merge pull request #261 from unknownbrackets/reg-highlight
Highlight changed regs in the Windows debugger
* Highlight changed regs in the Windows debugger.
* Update a function name
* audio: need to clear the rest of the buffer at end of sample.
* Merge pull request #256 from unknownbrackets/sysmem-fix
Fix GetMemoryBlockPtr() to take both arguments
* Fix GetMemoryBlockPtr() to take both arguments.
* Merge pull request #255 from unknownbrackets/master
Fix a crash when switching between jit and interpreter
* Fix a crash when switching between jit/interp.
* Merge pull request #254 from unknownbrackets/io-fixes
Async/callback sceIo fixes (partial)
* Revert rescheduling in sceIoOpen().
Broke Orbit and Breakquest, maybe my tests are wrong. Scheduling is hard.
This reverts commit f75f2748b1d9c346c05ff40de4c270ac35fcd731.
* No need to register now, actually.
Was using NotifyCallbackType before but that wasn't necessary
anyway, so this is cleaner/better.
* Actually run callbacks for async IO.
Probably needs to actually be delayed though.
* Ensure we don't close the wrong fd in async io.
* Clean up a few IO wrappers with deferred HLE.
* Tests show io open also rescheds, async or not.
* Make waiting on async IO reschedule.
* Correct arguments in sceIoGetAsyncStat().
* Apparently RECTANGLES shouldn't flip that way.
* Stop ADPCM decoder from running off into space. improves motogp audio.
* Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
* SasAudio: voice.samplePos -> voice.sampleFrac. Gets rid of annoying overflow errors.
* Wrap some functions, clean some stuff
* Non-windows button mapping tweaks
* JIT: Ignore branches in delay slots. Not sure if this is 100% correct.
* Filesystems: add host0: hack, proper shutdown of DirectoryFileSystem
* Cleanup GPU init/shutdown a bit
* Tiny optimization - only init the vertex decoder on vertex type change
* Move vertex arrays from globals to heap.
* Split code from GLES_GPU to TransformDrawEngine, cleanup
* CMake build: enable optimization
* Merge pull request #251 from unknownbrackets/save-fixes
sceUtility / savedata fixes
* Correctly fix incorrect save directory being used.
Darn, should've caught this before when I refactored wrong.
* Fix potential buffer overflow.
Detail can be 1024 already, I guess.
* Oops, need to use saveNameList when specified.
Mistake from 6f165cfbe46ead77e3b4e99fe18ee1609188cf9c...
* Make sure sceUtility funcs all return error codes.
Right now, everything is 0, but before it wasn't returning anything.
Returning 0 actually made some games start working right.
* Simplify reading/writing in one shot.
* Protect against an unlikely buffer overflow.
* Fix another potential png load failure.
Also, rename func for consistency.
* Fix a couple warnings on 32 bit in savedata.
* Fix crash loading bad png file in savedata.
* Refactor some similar code together.
No functionality changes, just moving around.
* Initialize some stuff in SasAudio, fixes some audio issues on my mac
* Fix timing issue wiith JIT on non-Windows platforms
* NativeApp: Load config before processing flags (duh)
* Don't let DecryptPRX1 scramble the keys in-place (!), make a copy
instead. Could now make all the keys const, as they should be.
* Merge pull request #252 from unknownbrackets/hle-break
HLE stepping / breakpoints
* When not ignoring bad mem access, break to debug.
* Remember to break on HLE after an ignored syscall.
* Add a button on Windows to enable HLE stepping.
* Add a mechanism for HLE to trigger a debug break.
* Oops, missed some state in HLE to reset.
* Merge pull request #250 from raven02/prx-fix
Put back byte array to stack and increase buffer size (tmp3)
* Fix I_CIRCLE right/bottom cutoff
* Put back byte array to stack and increase buffer size
* Merge pull request #248 from raven02/flush-fix
Take out flush() and add GE_CMD_TEXBUFWIDTH0 to flush CMD list
* Remove flush()
* Add GE_CMD_TEXBUFWIDTH0 to flush cmd list
* Merge pull request #246 from unknownbrackets/emu-reset
Fix emu reset
* No longer need this forward decl.
* Deallocate properly in shutdown, not in init.
* Oops, don't need this here after all.
* In Windows, disable run/reset/pause when closed.
Saw this a lot while testing and couldn't help but fix it.
I know this is probably going away soon.
* Switch the Windows RC file to UTF-16.
UTF-8 not supported, and the encoding got messed up.
This should keep it correct.
Contents not changed.
* Properly cleanup the jit on reset.
* Cleanup some state on reset in the GPU code.
* Fix random modules not reseting on shutdown.
* Properly clear interrupt state on shutdown.
* Make sure threading state is cleared on shutdown.
* Always create CoreTiming timers during kernel init.
* Cleanup and fix mutex init, no need for a flag now.
* Merge pull request #245 from Xele02/master
Save Update
* sync submodules to latest
* Copy right size of save request.
* Merge remote-tracking branch 'upstream/master'
Conflicts:
pspautotests
* Merge pull request #243 from tmaul/master
Fix some warnings and a possible error
* 3 foats, not 3 bytes....
* Fix some more possible errors
Shadowed var n in MIPSIntVFPU
Possible buffer overflow in vertexdecoder.h
fix valid address checking in sceRtc function
* Fix some atrac warnings
Shouldn't be returning uninited vars, just in case..
* Merge pull request #232 from unknownbrackets/osk-fixes
Some crashfixes for OSK, release crash investigation
* Make the OSK go left/right like SNES/etc. ones.
* Stop always selecting the first char in OSK.
* Center and space out the OSK.
* Fix left/right/up/down wrapping issues in OSK.
* Naive fix for repeat rate issues in OSK.
Not sure if the latch should actually be consumed but makes sense.
Needs tests.
* Switch OSK to using a std::string buffer.
Back as a class member, hurray.
* Oops, forgot to add one here.
* Move OSK inputChars to global, fixes release crash.
Also, assorted potential crash fixes / etc.
* Merge pull request #241 from xsacha/master
Symbian port
* Get Symbian running again
* Merge pull request #242 from raven02/master
Fix bustage from 415be25653ecfcbab12390e7a94601effaa2bed7.
* Buildfix
* Merge pull request #240 from raven02/master
Change MAX_CHANNEL to PSP_AUDIO_CHANNEL_MAX
* Change MAX_CHANNEL to PSP_AUDIO_CHANNEL_MAX
* Merge pull request #239 from raven02/sceVaudio-add
Add two new functions to sceVaudio
* Add WrapU_II for functions in SceVaudio
* Add 3 new functions for sceVaudio
* Merge pull request #237 from raven02/audio-crash-fix
Fix audio crash in FF type-0
* Fix audio crash in FF type-0
* Merge pull request #236 from raven02/flush-fix
Fix massive corrupted graphic in FF Type-0
* Fix massive corrupted graphic in FF Type-0
* Merge pull request #231 from raven02/sceAtrac
sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
* sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
* Merge pull request #235 from xsacha/master
Qt Update
* Fix Qt compile for ARM processors. Update README for Qt frontend.
* Init/shutdown mutex
* Clear some state between runs. Tabs fixing.
* Assorted warning fixes
* Warning fixes (and maybe a bugfix) in sceRtc
* Merge pull request #233 from unknownbrackets/ctrl-fixes
Implement sceCtrlSetSamplingCycle()
* Update tests.
* Implement sceCtrlGetSamplingCycle() freq changes.
* Implement sceCtrlGetSamplingCycle().
* Make sure ctrl resets properly on game close/open.
* Implement sceCtrl*IdleCancelThreshold().
* Stub out the sceCtrl idle cancel funcs.
* Merge pull request #234 from xsacha/master
Linux+Windows+x86 support for Qt frontend
* Support x86 arch and Windows(untested), Linux platforms with Qt frontend
* Update Qt: IndexGenerator{.cpp,.h}
* Merge pull request #226 from tmaul/master
Add an horrific looking but working OSK
* Make some vars class members
* Clean up OSK code
Remove some magic numbers and a few other things
* Fix returned value length
* Clean up OSK instructions
* Make OSK work
But it's kind of horriffic
* Increase font size and spacing
* Display 'keys'
* Start making the osk an osk
* Add sceAtracSetMOutHalfwayBuffer definitiion
PLus clean up the font code a tiny bit
* Merge pull request #225 from unknownbrackets/windows-cli
Windows CLI
* Refactor Windows show log switch.
* Add -f switch for parody with Headless.
* Add a switch to Windows to save to a log file.
* Enable a few command line switches on Windows.
* Fix a couple typos in headless.
* merge
* Merge remote-tracking branch 'upstream/master'
Conflicts:
Core/Dialog/SavedataParam.cpp
* Merge pull request #224 from unknownbrackets/delete-fix
Fix sceIoRemove() on Windows infinite looping
* Fix sceIoRemove() on Windows infinite looping.
* Merge pull request #223 from unknownbrackets/warnings
Revert incorrect warning fix
* Revert incorrect warning fix.
* Merge pull request #222 from unknownbrackets/graphics-fix
Graphics fix
* Remove DL flush optimization causing wonky gfx.
* Fix specular causing shader to fail to link.
* Merge pull request #221 from unknownbrackets/warnings
Misc. warnings
* Ignore the .lastcodeanalysissucceeded file.
* Oops, don't think this belongs here after all.
* More minor static analysis warning fixes.
* Need this for the debug build.
* Fix some "might be null" warnings.
* Fix some ignored error / shadowing warnings.
* Fix some type-conversion warnings.
* Don't chop the float in vscmp, don't branch.
* IndexGenerator: fix triangle fans
* Didn't mean to remove these calls
* Merge branch 'multi-draw'
Conflicts:
GPU/GLES/DisplayListInterpreter.cpp
GPU/Null/NullGpu.h
* Two more commands that get to trigger flush
* Bugfix, remove hack
* Merge
* Merge branch 'master' into multi-draw
Conflicts:
GPU/GLES/IndexGenerator.cpp
GPU/GLES/IndexGenerator.h
* Now not flushing at every drawcall by mistake...
* More work and optimization. Still not quite there.
* More work on indexed draws. Not combining yet.
* All drawing is now indexed lists, through IndexGenerator.
* Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance.
* Merge pull request #219 from unknownbrackets/texcache
Darn, invalidate the dest not the src
* Darn, invalidate the dest not the src.
* Set gstate_c.textureChanged in a few more places.
* Merge pull request #217 from Orphis/master
Fix some warnings (mostly printf errors)
* Warning fixes
* Merge pull request #218 from unknownbrackets/texcache
Use sceKernelDcache*() to invalidate the texcache
* Use sceKernelDcache*() to invalidate the texcache.
Also in the block transfer code.
* update submodules
* Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance.
* Merge pull request #215 from raven02/fast-mem
Quick add checkitem for option fast memory
* Quick add checkitem for option fast memory
* Merge pull request #216 from unknownbrackets/alarm
Fix up alarms
* Update tests.
* Properly delete alarms after they run.
Also fix refer, based on tests.
* Fix error handling for setting alarms.
* Correct sceKernelSetSysClockAlarm timing.
Also make refer status work for the tests to be usable.
* Flip Y axis for xinput
* Cleanup and reorganize gpu code a little
* Warning fixes
* JIT: add option to enable/disable jit of memory instructions. for crash safety.
* Merge pull request #209 from raven02/vsocp-new
Implement Vsocp
* Fix tab issue
* Implement Vsocp
* Merge pull request #213 from raven02/ge_cmd
Change BBOX JUMP/TEST to DEBUG . This fix massive slowdown when hit them .
* Change to DEBUG for BBOX JUMP/TEST .Fix massive slowdown when hit them .
* Fix hw transform and audio on android, misc
* add #version to the framebuffer drawing shader for compat
* HW transform: Avoid 4x3 matrices for GLES 2.0 compat. Add option to turn hw transform on.
* Assorted minor cleanup and fixes.
* Try to fix "W1" vertex error
* Merge pull request #211 from unknownbrackets/alarm
Basic alarm functionality and related fixes
* Fix minor typo.
* Add alarm test.
* Don't run interrupts while they're suspended.
* Improve accuratcy of CoreTiming::ScheduleEvent().
* Reschedule after interrupts run.
It'll reschedule anyway, so this will just give us a message.
Hardware seems to reschedule, not just go back to the original
thread, but there may be more to it than that.
* 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.
* Oops, not a real pointer, use 0 not NULL.
* Alarms now fire again based on return value.
* Handle interrupt return values.
* Make the intr handler public, will need for timers.
The idea here is that alarm/vtimers/etc. can implement a subclass
to pass more arguments / do whatever they need to.
* Implement the basic functionality of alarms.
They only fire the once though, and the use of subintr might be
a bit naive, may need internal funcs.
* Merge pull request #210 from raven02/vsrt-new
Implement Vsrt1,Vsrt2,Vsrt3,Vsrt4
* Implement Vsrt1,Vsrt2,Vsrt3,Vsrt4
* HW transform: Fix too-harsh lighting
* Lighting fixes (sw + hw)
* HW transform bugfixes
* Add check for invalid VAG audio addresses
* More work on hw transform.
* VertexDecoder: Respect lowerbound of verts to transform. Make decoding a little safer.
* Prettify logging of context switches
* Merge pull request #204 from KentuckyCompass/colon_never_relative
paths with a colon are never relative
* paths with a colon are never relative
* Merge pull request #205 from raven02/vscmp-new
Implement Vscmp
* Implement Vscmp
* Change some warn logging to debug logging, it's fine
* Prevent crashes on bad vertex / index addresses
* Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right...
* Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc.
* Get rid of the DecodedVertex struct.
* Merge pull request #203 from raven02/vdet-new
Implement Vdet
* Implement Vdet
* Add include for tolower(), made Android unhappy.
* PSPSaveDialog: Style/warning fixes. Add a way to return errors (unused).
* Fix sceIoGetStat, memstick capacity check
* Use flexible vertex formats pre-transform. Saves memory b/w.
* Add some infrastructure for flexible vertex formats
* Buildfix
* Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup.
* Slightly better logging in path mapping
* Fix memory stick status check - now saving works in Lumines
* Merge pull request #197 from xsacha/master
Qt Update, compiler warning fix
* Don't check if unsigned is less than 0. Fix tabbing.
* Updated Qt .pro's for latest files
* Merge pull request #196 from Xele02/master
MotoGP dialog flicker correction
* Continue work on mode 8
* Work on mode 8
* Merge remote-tracking branch 'upstream/master'
* Implement vhdp
* * Don't restart dialog if already running. This correct bug with
MotoGP, even if the game make weird stuff with the dialog call...
* Add log for data install and install request.
* Correct mistake
* Fix a relative path issue - apparently paths starting with '/' are still relative.
* Properly size debug text when zoomed
* Merge pull request #195 from raven02/fs-fix
Quick viewport fix for fullscreen mode
* Quick viewport fix for fullscreen mode
* Merge pull request #194 from unknownbrackets/alarm
Ensure interrupts don't run on real threads
* Ensure interrupts don't run on real threads.
If a thread waits on a sema, and an interrupt (such as an alarm) happens,
and the interrupt signals or deletes the sema, it needs to return the
value correctly.
For callbacks, it's injected, since they run on thread. But interrupts
aren't supposed to run on thread anyway, so this switches to idle.
* Audio smoothness improvements
* Revert puyo puyo hack, breaks things (not very surprisingly)...
There has to be some function that should reschedule that doesn't, though...
* Attempt more accurate frame timing (windows). Increase audio volume.
* Use the right reschedule function..
* Merge pull request #192 from tmaul/master
fake sceFontGetFontList
* With not insane tabs this time..
* Another font function
Used by assassins creed.
Download: PPSSPP mediaengine Git (2012/12/29) x86
Download: PPSSPP mediaengine Git (2012/12/29) x64
Source: Here
2012-12-29
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