Commit graph

4686 commits

Author SHA1 Message Date
Henrik Rydgård
dfdf54813a Port a small simplification to D3D9 2017-06-09 14:53:06 +02:00
Henrik Rydgård
5f6e0feacb D3D11: Fix Star Ocean again (wasn't clearing stencil properly) 2017-06-09 14:50:39 +02:00
Unknown W. Brackets
a6f56769a8 SoftGPU: Avoid some compile warnings.
Remove some no-longer used funcs, add some switch default logs.
2017-06-06 19:49:42 -07:00
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14cf862e22 GE Debugger: Gah, fix some pointer size errors.
Happened to be 8 bytes, but not on 32-bit, of course.
2017-06-06 19:49:10 -07:00
Henrik Rydgård
b5ed8de9e5 Warning fix 2017-06-05 13:39:06 +02:00
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73fd75c0e2 GE Debugger: Fix replay timing drift. 2017-06-04 20:08:17 -07:00
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7e26c75a27 GE Debugger: Pass filename into dump replay. 2017-06-04 15:11:10 -07:00
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d62f5f9fe2 GE Debugger: Add some comments and cleanup. 2017-06-04 14:51:27 -07:00
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f1429bc23a GPU: Stall properly on matrix data.
Hit an infinite loop because it kept passing the stall pause and looping.

Found when recording the God of War demo.
2017-06-04 14:17:23 -07:00
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0ce48fbeb5 GE Debugger: Reduce memory allocation.
This allows larger dumps to run without memory errors.
2017-06-04 12:11:23 -07:00
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883c4e8ac8 GE Debugger: Compress GE dumps.
This doesn't save slab memory/size, but it does improve file size.
2017-06-04 11:10:19 -07:00
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23d2ababd1 GE Debugger: Run replay using stalling.
This is faster and tests flushing better.
2017-06-04 10:39:03 -07:00
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2a388ba785 GE Debugger: Fix replay FPS. 2017-06-04 10:39:02 -07:00
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80be3166af GE Debugger: Allocate replay memory smarter.
This ends up being a good chunk faster.
2017-06-04 10:39:01 -07:00
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300961ce6e GE Debugger: Align texture/vertex/etc. data.
This may allow slab allocation after all, since it needs to be aligned.
2017-06-04 10:38:59 -07:00
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9430145774 GE Debugger: Fix clut command recording.
The loadclut command hasn't executed yet...
2017-06-04 10:38:58 -07:00
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4a56e6ff83 GE Debugger: Fix recording in softgpu. 2017-06-04 10:38:58 -07:00
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ababe0046e GE Debugger: Implement memory transfer commands. 2017-06-04 10:38:56 -07:00
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9f51c35df1 GE Debugger: Fix memmem and cleanup.
Somehow the prev memmem was sometimes not working right...
2017-06-04 10:38:56 -07:00
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3e14900164 GE Debugger: Load commands more directly. 2017-06-04 10:38:55 -07:00
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0c08559840 GE Debugger: Wait to get the right display buf. 2017-06-04 10:38:54 -07:00
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fcfbe8cabb GE Debugger: Fix matrix dumping.
Record wasn't seeing the commands to dump them.
2017-06-04 10:38:53 -07:00
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e45b04a699 GE Debugger: Clear after replay finished. 2017-06-04 10:38:53 -07:00
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82beb726fc GE Debugger: Record init state and display buf.
Some things are now visible, but still drawing wrong...
2017-06-04 10:38:52 -07:00
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21153c899b GE Debugger: Oops, don't record if not active.
In case the debugger is open but not recording, oops.
2017-06-04 10:38:51 -07:00
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73d21ab859 GE Debugger: Initial GE dump replay.
Doesn't work for a few reasons, mainly need existing matrix state/etc.
2017-06-04 10:38:50 -07:00
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ea2c79d789 GPU: Add a debug method to grab list tick wait.
So that we can wait until then when doing test drawing.
2017-06-04 10:38:49 -07:00
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4f07ec0df5 GE Debugger: Oops, emit transfer/clut cmds. 2017-06-03 15:29:11 -07:00
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36069d1446 GE Debugger: Simple framework to load dumps.
This tries to execute them within the context of the emulator as much as
possible, so we don't have weird bugs.  Going with a file type so we can
easily load the dump by opening the file directly.
2017-06-03 15:29:11 -07:00
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37a894a558 GE Debugger: Record memcpy/memset too. 2017-06-03 15:29:10 -07:00
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b2bd966adf GE Debugger: Implement basic recording.
A bit slow since it searches really hard for dups, but otherwise the file
is often very large.
2017-06-03 15:29:09 -07:00
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cbbd3cac7e GE Debugger: Initial structure for GE data dumping.
This snapshots the GE commands and drawing to facilitate debugging.
2017-06-03 15:29:09 -07:00
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41b485aa0a Core: Refactor repeating disc id homebrew code. 2017-06-03 15:29:08 -07:00
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dca75437c3 GPU: Refactor common frame dumping code. 2017-06-03 15:29:07 -07:00
Henrik Rydgård
e55b6ac4af Unify SetupVertexDecoder 2017-06-03 18:05:46 +02:00
Henrik Rydgård
14a80968cf Unify transformed arrays 2017-06-03 18:05:21 +02:00
Henrik Rydgård
1abb8792ab Unify ComputeMiniHash 2017-06-03 18:05:18 +02:00
Henrik Rydgård
3032240916 Unify DecodeVertsStep 2017-06-03 18:04:46 +02:00
Henrik Rydgård
240e058b3b Some unification in DrawEngine 2017-06-03 18:03:56 +02:00
Henrik Rydgård
0ac979505c Fixes for D3D11 postprocessing 2017-06-02 17:04:08 +02:00
Henrik Rydgård
6169fa289a Merge pull request #9769 from hrydgard/vulkan-sw-skinning
Implement software skinning for the Vulkan backend.
2017-06-02 12:15:56 +02:00
Henrik Rydgård
665a2c04cb Implement software skinning for the Vulkan backend. Fixes #9753 2017-06-02 11:47:14 +02:00
Henrik Rydgård
dba22e255a Merge pull request #9766 from unknownbrackets/screenshot
Fix Take Screenshot
2017-06-02 09:19:20 +02:00
Henrik Rydgård
eb6caf3731 Merge pull request #9767 from unknownbrackets/depth-blit
Blit depth only in BlitFramebufferDepth on GLES and Vulkan
2017-06-02 09:18:48 +02:00
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41c378ec71 SoftGPU: Fix separate mip cluts in linear jit. 2017-06-01 21:34:49 -07:00
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83d017848e Vulkan: Allow blit/copy of depth or stencil only.
Docs say nothing about this not working, and it works on NVIDIA, from what
I can tell.
2017-06-01 20:58:33 -07:00
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5190ad7aa2 GLES: Copy only depth in BlitFramebufferDepth.
Otherwise we get glitched rendering in some games - see #9740.
2017-06-01 20:57:08 -07:00
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1cc488aef4 SoftGPU: Support Take Screenshot partially.
This doesn't capture the FPS etc. as other backends do, but at least it
takes a screenshot.
2017-06-01 20:40:45 -07:00
Henrik Rydgård
7822e5b57f Merge pull request #9755 from unknownbrackets/mipmaps
GPU: Block mipmap autogen for matching size
2017-06-01 09:04:36 +02:00
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f1e9180676 Vulkan: Fix Cardboard rendering.
Mostly the Viewport2D flush issue, which may possibly have broken
something else.
2017-05-31 23:26:38 -07:00