Commit graph

362 commits

Author SHA1 Message Date
Henrik Rydgård
ccc0331279 Move timeutil to Common. (Experiment to see how much work it is to move these). 2020-08-15 20:53:08 +02:00
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b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
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1dc5ee424b SaveState: Split out Do types to reduce headers. 2020-08-10 08:03:44 +00:00
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4b4e3432cd SaveState: Split Do() into a separate header. 2020-08-10 08:03:41 +00:00
Henrik Rydgård
d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
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b6e98374d3 UI: Fix consistency in vsync setting for iOS. 2020-07-24 21:05:28 -07:00
Henrik Rydgård
c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård
6560192d8e Support full VSync control in SDL OpenGL.
(Not yet Qt).

Forgot about iOS

SDL headless buildfix

Additional iOS buildfix
2020-07-19 12:07:16 +02:00
Henrik Rydgård
f0550a6ded Exclude a couple more commands from re-execution in ReapplyGfxState. See 2020-05-24 16:30:37 +02:00
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921b9b89d6 GPU: Don't reapply LoadClut each frame.
Definitely don't need to reapply this one.
2020-05-24 00:12:41 -07:00
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5507116d3f Ge: Check stack depth based on args struct size.
Matches tests against firmware.
2020-05-21 22:16:13 -07:00
Henrik Rydgård
52a3c2248d Move the check from #12908 into the firmware version check.
The original change took care of #11660, let's hope it stay fixed. This fixes
Toca (#12936).
2020-05-20 11:47:55 +02:00
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5a5af3871f GPU: Fix an overflow loading old save states. 2020-05-16 23:49:45 -07:00
sum2012
fbc2bf116d oop 2020-05-16 21:42:27 +08:00
sum2012
54ffe9b235 Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256"
Fix #11660
based from
f9a116f78a
the varable name is differcult from jpcsp,so that I translate wrong.
2020-05-16 21:34:55 +08:00
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22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
sum2012
c7e58a79e3 Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
thanks gid15
2020-05-12 21:30:25 +08:00
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30ede8240c GPU: Move hw transform decision to draw engine. 2020-04-04 11:14:32 -07:00
Henrik Rydgård
a19ba6d472 New heuristic for getting rid of unnecessary "antialias-lines".
Should fix #12558, while keeping the other aa line issues also fixed.

Heuristic derived from discussions in #12558 and #6483.
2020-03-10 00:49:16 +01:00
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3ce9483d24 Headless: Prevent crash running graphics tests. 2020-03-08 11:10:16 -07:00
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3c1e8abcfe GPU: Centralize vsync interval logic.
We already do unthrottle checking here.
2020-02-29 22:27:00 -08:00
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c87d5a637b GPU: Forget pause signal on new list.
Otherwise, when the list gets executed again, we just pause it when it
finishes instead of letting it finish properly.
2019-07-07 13:10:28 -07:00
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8cd5a1bd93 GLES: Update proj matrix on viewport change.
This is necessary because, for large (or negative) viewports, we adjust it
to account for what GL cannot do.  Fixes #12115.
2019-06-23 16:47:44 -07:00
Henrik Rydgard
11c8450f19 Only gate really expensive block transfers behind the setting. 2019-02-08 14:50:47 +01:00
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8a7ec4fc19 GPU: Fix curve breakage due to cull flipping. 2018-12-16 13:00:36 -08:00
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d8c80afe59 GPU: Dirty stencil on stencil mask change.
Otherwise it doesn't always apply.
2018-12-01 14:00:32 -08:00
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7b815af331 GPU: Force use of indexes on cull mode flip.
Since we flip in the index, it can't be pure in this case.
2018-11-30 07:22:28 -08:00
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d3db565344 GPU: Maintain a bit more state in inner-prim loop.
Trying to make dumps properly trigger this optimization, but they still
sometimes get flattened and don't.
2018-11-29 19:28:10 -08:00
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1f898e3b70 GPU: Correctly flush on cull mode change.
Fixes #11593 and fixes #11591.
2018-11-25 16:56:39 -08:00
Henrik Rydgård
4942c52f73
Merge pull request #11172 from weihuoya/cullface
handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
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6cba46bd62 GE Debugger: Fix handling for framebuf changes. 2018-11-17 08:56:32 -08:00
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d245e002c7 GE Debugger: Record block transfer too. 2018-11-17 08:55:54 -08:00
xebra
04708fe88a [spline/bezier]Unify SubmitSpline/Bezier. 2018-11-13 18:22:34 +09:00
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4996084665 GPU: Dirty frag shader on depth write.
We use this flag to determine whether we use discard, so it changes shader
ids.  Fixes the layering part of #11535.
2018-11-06 21:16:51 -08:00
xebra
405ead8d41 [spline/bezier]Get rid of duplication call of Flush(). 2018-10-07 23:54:28 +09:00
xebra
8ad38dfaae [spline/bezier]oops 2018-10-07 23:54:25 +09:00
xebra
d4a667397c [spline/bezier]Improve shader uniforms a bit. 2018-10-07 23:54:10 +09:00
xebra
3c0fb44f2e [spline/bezier]Improve hwtess to use cached weights. 2018-10-07 23:54:05 +09:00
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67058495f5 GPU: Dirty more correctly for cullrange params.
Was previously missing some settings which might convince us to use large
viewports, and more importantly some that would impact the depth settings
under certain settings.
2018-09-21 21:55:11 -07:00
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9859827645 Vulkan: Avoid depth clamp with clip range.
Vulkan clamps to the clip range, not the full range.  So when clipping, we
don't really want to clamp at all.  Unfortunately, when one side is
clipping, we can't do it exactly right.

But many games clip depth, like Dissidia.  Fixes #11260.
2018-09-17 21:43:29 -07:00
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ab3a466621 GLES: Implement vertex range culling.
Based on tests, skips triangles with any point outside the 4096x4096 box,
except when depth clamping would engage.
2018-09-17 07:27:26 -07:00
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a4c0640f01 GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
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6ee0612a10 Ge: Keep jump/call optim when fast memory on.
This gives a way to validate with fast memory off, and get less crashes.
2018-08-25 10:38:56 -07:00
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d13f76308d Ge: Avoid executing invalid pointers.
May help #3407 and related errors, as well as crashes and execution of
garbage.  This stops immediately on a bad pointer, rather than trying to
push through.
2018-08-25 10:32:32 -07:00
weihuoya
7383e90c19 handle cullface, help to #10597 2018-08-23 12:46:09 +08:00
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c32ffa1db0 GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Henrik Rydgård
ea1ef9277c Reduce the estimated transform cost of an additional light from 10 to 7 cycles, see #5530. 2018-07-15 12:13:25 +02:00
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2a13a66e18 GPU: Use hw tess only for hw transform.
This may be needed if we start using software for points/lines.
2018-06-28 19:47:33 -07:00
Henrik Rydgård
e98ea812f6
Merge pull request #10973 from weihuoya/cullmode
handle cull mode by indices, refer to issue #10172
2018-06-10 20:53:18 +02:00
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395ac32d63 Debugger: Run memory breakpoints on mobile. 2018-06-06 17:31:56 -07:00