Commit Graph

32 Commits

Author SHA1 Message Date
Ender's Games 8d9d40dffc Core: Changes provided by Android NDK compiler 2018-08-19 01:54:15 -04:00
Flyinghead 5960450e76 Linux x86 fix. Wait for renderer thread to end. 2018-07-24 17:24:56 +02:00
Flyinghead 20de593a88 Clean exit on OS X. Minor changes. 2018-07-24 14:27:58 +02:00
Flyinghead 960904c401 Exit cleanly in desktop platforms
Lighter and cleaner version of the previous PR
2018-07-23 19:52:50 +02:00
Stefanos Kornilios Mitsis Poiitidis ad7e23d849 Merge pull request #846 from reicast/feat/ta-hash-logs
rend/if: Logging/verification of MD5(ta command list data)
2015-12-14 04:15:37 +01:00
Stefanos Kornilios Mitsis Poiitidis af01baae75 linux/softrend: Optional via makefile, sse4.1 detection 2015-12-14 02:40:23 +01:00
Stefanos Kornilios Mitsis Poiitidis 5e377399d3 linux/softrend: builds & runs, doesn't push to screen yet 2015-12-13 14:00:25 +01:00
Stefanos Kornilios Mitsis Poiitidis 7d951b7697 rend/if: Logging/verification of MD5(ta command list data)
This allows for some very primitive auto-automated testing, by comparing known good frames.
As this happens on the TA level, it doesn't actually require rendering (and thus it's server friendly)

Two new config entries under the new [testing] namespace control behavior
- ta.HashLogFile, file where data should be logged, empty if not logging
- ta.HashCheckFile, past log to check against, empty if not checking

The emu will crash via verify if the logs don't match, and exit(1) if they do
2015-10-05 23:49:12 +02:00
Gabriel Corona ad068dcff2 Bind profiling in X11 to F10 2015-09-03 21:08:13 +02:00
Stefanos Kornilios Mitsis Poiitidis f2f9a041e1 Merge pull request #727 from reicast/wip/import-drkpvr-softrend
rend/soft: Import the experimental core from nulldc/drkpvr, modularize
2015-08-05 04:25:06 +02:00
Stefanos Kornilios Mitsis Poiitidis 8cce1a4976 rend/soft: Import the experimental core from nulldc/drkpvr, better renderer modularization
- Adapted for indexed, async rendering, shared ta decoder
- This blits via a quick-and-hacky GDI blitter for now
- SSE/MMX intrins based, so not very portable
- A rather not good "reference" implementation
- At least, it's not terribly slow though
- GetTexture moved to Renderer interface
2015-08-05 02:43:40 +02:00
Stefanos Kornilios Mitsis Poiitidis 0153145950 emscripten: Fix build 2015-07-29 06:22:59 +02:00
~skmp 59c6012db2 pvr/rend_if: TARGET_NO_THREADS support 2015-07-29 04:08:06 +02:00
Stefanos Kornilios Mitsis Poiitidis 2d842b9257 Renderer_if: fix norend 2015-05-16 01:10:47 -07:00
Stefanos Kornilios Mitsis Poiitidis 9c2a4dc5a4 iOS fixes 2015-05-16 01:04:30 -07:00
Stefanos Kornilios Mitsis Poiitidis 65ca1382d8 Merge remote-tracking branch 'remotes/origin/skmp/ios-wip' into feat/segfault-context-consolidation
Android/windows builds fine again. Android not tested yet, iOS/OSX not compiled yet
2015-05-16 07:12:19 +02:00
Stefanos Kornilios Mitsis Poiitidis d33ad6edfb Updating from linux/x64 2015-05-08 17:49:23 +02:00
Stefanos Kornilios Mitsis Poiitidis 977dff25ab Basic support for recording frames 2015-01-16 21:37:30 +01:00
Stefanos Kornilios Mitsis Poiitidis 56ebda10a9 ios interpreter works, bios runs w/ 3d visulals
THIS IS A MESS. Sorry @angelXwind :p. We'll have to clean up and merge for r8, but most of the nasty work is there.

What works:
- full init, memalloc, mprotects, etc
- boot
- gles2

What doesn't:
- Exceptions for page faults
  - Breaks texture cache
  - Breaks dynarec because of fastpath
  - segfaults don't work, needs special mach exc_server magic that still eludes me after 5 hours
- Dynarecs. RWX issues, and broken buffer mappings. Also some minnor linking stuff (most of it is taken care of)
- Audio. I just killed it off.
- All of the ui. Was getting in the way of me not knowing how to edit story boards...
- Input

Also, merged branch 'skmp/mac86-hackport' into skmp/ios-wip

Have fun~
2014-12-17 10:19:44 -08:00
Stefanos Kornilios Mitsis Poiitidis 160d6f0c48 Linux is case sensitive 2014-12-17 10:44:11 +01:00
Stefanos Kornilios Mitsis Poiitidis 29906d8416 Texkill, palette_update on correct place.
- Texkill needs to be done before texture allocation, which is now done during parsing (texture-sync update)
- palette_update needs to be called from the emu thread, before kicking off the render
2014-12-17 08:42:28 +01:00
Stefanos Kornilios Mitsis Poiitidis e43271e448 fix for msvc 2013 / C++14. Rend is now used by stdlib 2014-12-17 06:48:45 +01:00
Stefanos Kornilios Mitsis Poiitidis 4500cfb1d3 Remove white-space changes 2014-12-11 02:57:23 +01:00
Stefanos Kornilios Mitsis Poiitids f14932c362 Building on osx w/o rec or rend 2014-09-30 12:00:46 +03:00
ptitSeb 15708686b9 Added back manual frameskip due to forum request 2014-08-18 21:57:16 +02:00
ptitSeb b7afa6a498 some fixes for Pandora 2014-08-18 21:57:15 +02:00
ptitSeb 6a9cdd7633 added frameskip back, has asked in openpandora forum 2014-08-18 21:57:14 +02:00
Stefanos Kornilios Mitsis Poiitidis 66d8b96ae3 Cleanup textures after they are dead for a while 2014-08-18 21:54:23 +02:00
Stefanos Kornilios Mitsis Poiitidis 9d438c3ff3 Improve async/mt rendering & sync logic.
Should fix texture staging issues for now, without degrading performance
Fixes #49 (mvsc2, sf3, etc sprites)
2014-08-18 21:54:21 +02:00
Stefanos Kornilios Mitsis Poiitidis f1ef4877b8 Cleanup textures after they are dead for a while 2014-05-08 04:29:14 +03:00
Stefanos Kornilios Mitsis Poiitidis 411aade5e2 Improve async/mt rendering & sync logic.
Should fix texture staging issues for now, without degrading performance
Fixes #49 (mvsc2, sf3, etc sprites)
2014-05-02 03:45:31 +03:00
Stefanos Kornilios Mitsis Poiitidis 7ef9de3cae Moving code around, cleanups 2013-12-28 22:20:08 +01:00