Henrik Rydgård
821817e6d4
Move the profiler to Common
2020-10-04 11:42:16 +02:00
Henrik Rydgård
536d881626
Very minor optimization (divisions by constants are faster unsigned)
2020-09-29 00:36:29 +02:00
Henrik Rydgård
054acf768c
Don't cache time in a variable.
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A little weirdness in the code that has stuck around for a long, long
time. It's really not necessary and mostly just confusing.
2020-09-24 23:52:43 +02:00
Henrik Rydgård
4cfafb4605
Some GPU code cleanup. Disable some unnecessary reporting.
2020-09-24 23:01:23 +02:00
Henrik Rydgård
b8ab04f53d
Remove some reporting that's normally just the result of garbage-as-display-list-execution.
2020-09-22 21:57:51 +02:00
Henrik Rydgård
277333682f
GPU debug stats: Show how many bytes of texture data we hash per frame
2020-09-20 22:09:29 +02:00
Henrik Rydgård
3093b9c7bf
Share GPUS stats formatting code between the backends (easier to add new stats)
2020-09-20 22:09:25 +02:00
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
Unknown W. Brackets
b8342fb8ec
SaveState: Rename ChunkFile files to Serialize.
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Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets
1dc5ee424b
SaveState: Split out Do types to reduce headers.
2020-08-10 08:03:44 +00:00
Unknown W. Brackets
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
Unknown W. Brackets
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.
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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.
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(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
Unknown W. Brackets
921b9b89d6
GPU: Don't reapply LoadClut each frame.
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Definitely don't need to reapply this one.
2020-05-24 00:12:41 -07:00
Unknown W. Brackets
5507116d3f
Ge: Check stack depth based on args struct size.
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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.
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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
Unknown W. Brackets
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"
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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
Unknown W. Brackets
22e46b51c2
GPU: Centralize DestroyAllFBOs().
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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
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thanks gid15
2020-05-12 21:30:25 +08:00
Unknown W. Brackets
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".
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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
Unknown W. Brackets
3ce9483d24
Headless: Prevent crash running graphics tests.
2020-03-08 11:10:16 -07:00
Unknown W. Brackets
3c1e8abcfe
GPU: Centralize vsync interval logic.
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We already do unthrottle checking here.
2020-02-29 22:27:00 -08:00
Unknown W. Brackets
c87d5a637b
GPU: Forget pause signal on new list.
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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
Unknown W. Brackets
8cd5a1bd93
GLES: Update proj matrix on viewport change.
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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
Unknown W. Brackets
8a7ec4fc19
GPU: Fix curve breakage due to cull flipping.
2018-12-16 13:00:36 -08:00
Unknown W. Brackets
d8c80afe59
GPU: Dirty stencil on stencil mask change.
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Otherwise it doesn't always apply.
2018-12-01 14:00:32 -08:00
Unknown W. Brackets
7b815af331
GPU: Force use of indexes on cull mode flip.
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Since we flip in the index, it can't be pure in this case.
2018-11-30 07:22:28 -08:00
Unknown W. Brackets
d3db565344
GPU: Maintain a bit more state in inner-prim loop.
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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
Unknown W. Brackets
1f898e3b70
GPU: Correctly flush on cull mode change.
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Fixes #11593 and fixes #11591 .
2018-11-25 16:56:39 -08:00
Henrik Rydgård
4942c52f73
Merge pull request #11172 from weihuoya/cullface
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handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
Unknown W. Brackets
6cba46bd62
GE Debugger: Fix handling for framebuf changes.
2018-11-17 08:56:32 -08:00
Unknown W. Brackets
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
Unknown W. Brackets
4996084665
GPU: Dirty frag shader on depth write.
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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
Unknown W. Brackets
67058495f5
GPU: Dirty more correctly for cullrange params.
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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
Unknown W. Brackets
9859827645
Vulkan: Avoid depth clamp with clip range.
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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
Unknown W. Brackets
ab3a466621
GLES: Implement vertex range culling.
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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
Unknown W. Brackets
a4c0640f01
GE Debugger: Factor out host calls some.
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Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
6ee0612a10
Ge: Keep jump/call optim when fast memory on.
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This gives a way to validate with fast memory off, and get less crashes.
2018-08-25 10:38:56 -07:00