Commit graph

55 commits

Author SHA1 Message Date
Henrik Rydgård
a8a34fef9c Virtualize CheckGPUFeatures 2018-02-26 11:35:37 +01:00
Henrik Rydgård
8c69be9bfa Get rid of GPUCommon's "Internal" functions. 2017-11-05 23:21:52 +01:00
Henrik Rydgård
bb68906d88 Delete ProcessEvent and the GPUEvent enum 2017-11-05 23:21:51 +01:00
Henrik Rydgård
26e52ca5e8 Get rid of a bunch of sync stuff that's no longer needed. 2017-11-05 23:21:49 +01:00
Unknown W. Brackets
4a56e6ff83 GE Debugger: Fix recording in softgpu. 2017-06-04 10:38:58 -07:00
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dca75437c3 GPU: Refactor common frame dumping code. 2017-06-03 15:29:07 -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
Unknown W. Brackets
2233ab073d SoftGPU: Expose jit cache for profiling. 2017-05-30 22:57:42 -07:00
Henrik Rydgård
8f9e0b7fcc SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718 2017-05-24 10:20:10 +02:00
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8187927b9d SoftGPU: Use vertexjit for submitted primitives.
This uses the standard cache other rendering uses.

In Legend of Heroes 3, for example, this provides a 10% speed improvement.
2017-05-20 20:22:35 -07:00
Henrik Rydgard
0d1d6f98e4 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Henrik Rydgard
20d9e60a67 Just some renaming. Start moving away from the "thin3d" name 2017-01-30 14:38:31 +01:00
Henrik Rydgard
bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Henrik Rydgård
e47138a5f3 Warning fixes 2017-01-17 20:26:48 +07:00
Henrik Rydgård
8d84fb75c7 Remove ShaderSet presets 2016-12-27 11:59:10 +01:00
Henrik Rydgård
f86b9f7900 Guess what? More renaming 2016-12-27 11:59:06 +01:00
Henrik Rydgård
9b439e4c43 Remove Thin3D prefix on more things 2016-12-27 11:59:06 +01:00
Henrik Rydgård
10393f5d4e Move Thin3D into the Draw namespace. 2016-12-27 11:58:03 +01:00
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fa0e88f1b7 Add a flag to use the display vfb for screenshots.
This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
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92d930887f Android: Add both a lost and restore phase.
Lost = delete, restore = create.  Let's stick to never overlapping.

May help #8912.
2016-09-10 21:58:42 -07:00
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6151f8ef9f Allow taking screenshots with a clamped size.
Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Henrik Rydgard
5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
Henrik Rydgard
29bc07eb0a SoftGPU with Vulkan runs but displays black 2016-03-20 20:04:49 +01:00
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b33e39788f d3d9: Use thin3d for reporting info. 2016-02-13 10:53:28 -08:00
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1a2c7ea487 softgpu: Recreate VAO on device lost. 2016-01-17 23:33:59 -08:00
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f60aef2e16 Add a more specific interface for video frames.
Since we know more about them.  No functional change yet.
2016-01-17 12:57:26 -08:00
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c6ffed6484 gedbg: Add mechanics to grab CLUT buffer. 2016-01-10 09:25:19 -08:00
Henrik Rydgård
a71fbccfbc Warning fixes for new LLVM on mac (warns on inconsistent usage of override) 2015-09-17 20:29:37 +02:00
Henrik Rydgård
6fee2b456c GPU classes: Replace "virtual" with "override" for free function type checking 2015-07-25 14:23:02 +02:00
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eaf3288304 Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
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adee76cd62 Add a matching PerformMemoryUpload().
Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00
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089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
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1433b98c46 Clean up the framebuffer force downloads. 2014-05-31 10:03:03 -07:00
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8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
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8275f613ce UpdateMemory() now returns whether to skip the cpy.
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Henrik Rydgård
87f203a5b8 More include untangling 2013-12-29 23:44:35 +01:00
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473fb866e6 softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Henrik Rydgard
3ed7c6d48f SoftGPU: Display at correct aspect ratio independent of window size. 2013-12-17 09:02:54 +01:00
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b1d78020c4 softgpu: Keep track of frame dirty for frameskip.
But only when frameskip is enabled.  Let's always draw in case of pixel
poking when it's off.
2013-12-15 14:32:04 -08:00
Unknown W. Brackets
da1224bb57 softgpu: Use the display, not current, framebuffer.
Fixes blinking in save dialogs and probably other bugs.
2013-12-15 11:59:23 -08:00
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b62e36e997 Support frameskip in softgpu. 2013-10-27 16:50:03 -07:00
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2eb10c3b3f Add basic GetCurrentTexture() to softgpu. 2013-10-05 11:37:14 -07:00
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da1d700904 Attempt to support rendering depth/stencil.
But no interface yet.  I can't tell if it works, I just get black...
2013-09-28 02:38:05 -07:00
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14efcbcc9b Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
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81e71dd8d7 Add a way to get to the current texture as well. 2013-09-27 22:46:08 -07:00
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6af44910c1 Add an interface to return the current framebuffer. 2013-09-22 19:03:31 -07:00
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eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
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dc81547d32 Use less pointer math in softgpu buffer access. 2013-09-14 11:36:56 -07:00
Henrik Rydgard
5e6c837ced Fix issue where the SoftGPU would render double size if "antialiasing" was on. 2013-09-10 22:27:05 +02:00