Unknown W. Brackets
fc9f200224
GE Debugger: Centralize current fb tex fetch code.
2022-10-10 21:50:53 -07:00
Unknown W. Brackets
999055791d
D3D9: Remove block transfer code overrides.
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We can just use Draw now. Keep depth, though, since it applies scale.
2022-10-10 21:48:38 -07:00
Unknown W. Brackets
c89cf1cde7
D3D9: Implement CopyFramebufferToMemorySync().
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This works like other backends, including D3D11. This allows us to get
rid of the old implementation and reuse more code.
2022-10-10 21:28:14 -07:00
Henrik Rydgård
5318452e76
it_IT - Italian localization: Apply giona888's latest changes
2022-10-10 19:16:25 +02:00
Henrik Rydgård
6f703128ec
Experimentally revert "Delete some misguided FPU control code, that we definitely don't want"
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This reverts commit d52d383c22
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2022-10-10 18:35:29 +02:00
Henrik Rydgård
d56bdcb81e
Merge pull request #16196 from hrydgard/improved-render-stats
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Improved stats in the Vulkan GPU profiler
2022-10-10 15:40:17 +02:00
Henrik Rydgård
50285f6bf6
Revert "Revert "Loader: Validate offsets and truncation in ELF.""
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This reverts commit 470edac18a
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2022-10-10 13:29:09 +02:00
Henrik Rydgård
6833589e38
Update elfSize to uncompressed elf size when needed. Fixes infinite loading in Wipeout.
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Also minor cleanups.
2022-10-10 12:22:05 +02:00
Henrik Rydgård
470edac18a
Revert "Loader: Validate offsets and truncation in ELF."
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This reverts commit 4ecdce2a37
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2022-10-10 11:42:24 +02:00
Henrik Rydgård
e3df8044b2
Merge pull request #16195 from unknownbrackets/gles-depth-cleanup
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GLES: Use Draw for depth readback shader
2022-10-10 10:59:50 +02:00
Henrik Rydgård
d4bfe9299d
Track min and max GPU time, init time, render CPU time.
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Mainly wanted to see if init time is a factor, there are optimizations
we can do there.
2022-10-10 10:53:27 +02:00
Henrik Rydgård
d52d383c22
Delete some misguided FPU control code, that we definitely don't want
2022-10-10 10:46:51 +02:00
Henrik Rydgård
32699da6df
Vulkan (trivial): Fix numDraws stat when merging render passes. Shorten a name.
2022-10-10 10:06:30 +02:00
Unknown W. Brackets
1dc35b3ac4
GLES: Simplify, enable debug depth readback.
2022-10-10 01:04:57 -07:00
Unknown W. Brackets
f8908c691b
GLES: Use Draw for depth readback shader.
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Was not working before, since the program was not being used by Draw2D.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
179c1e4a3b
GLES: Enable EXT_depth_clamp where supported.
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Seems like Freedreno may support this.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
93346d6e2c
GLES: Refactor depth shader download.
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This makes it similar to the Draw interface.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
c2da29392c
GLES: Depth download cleanup.
2022-10-10 00:54:29 -07:00
Henrik Rydgård
dd389ade8f
Merge pull request #16192 from unknownbrackets/depth-download
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D3D11: Correct depth readback
2022-10-10 09:48:18 +02:00
Henrik Rydgård
6f75289511
Merge pull request #16193 from unknownbrackets/overalloc
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Loader: Get rid of overalloc on module exec
2022-10-10 09:47:28 +02:00
Henrik Rydgård
5b919dcf1f
Merge pull request #16194 from unknownbrackets/debugger
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Fix crash setting breakpoints while in GE debugger
2022-10-10 09:47:03 +02:00
Unknown W. Brackets
6a5824031d
Windows: Retain log console on graphics restart.
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It's a small thing but I always use -l and it annoys me when I restart.
2022-10-09 21:42:04 -07:00
Unknown W. Brackets
825450a373
jit: Defer invalidations made while running.
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Previously, invalidating icache could happen while running, which might
cause the CPU to return into outer space. This runs such invalidations
after letting the CPU exit.
It was easy to trigger this with the debugger: step using the GE debugger,
add a CPU memory breakpoint, then resume from the GE debugger.
However, cheats and the like could cause similar issues.
2022-10-09 21:26:13 -07:00
Unknown W. Brackets
4d5e6f53bb
GE Debugger: Reset on shutdown.
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Previously, it kept showing the last frame, which made it seem like it was
still stepping.
2022-10-09 21:25:20 -07:00
Unknown W. Brackets
7e462c087c
Loader: Get rid of overalloc on module exec.
2022-10-09 16:42:24 -07:00
Unknown W. Brackets
4ecdce2a37
Loader: Validate offsets and truncation in ELF.
2022-10-09 16:41:32 -07:00
Unknown W. Brackets
bad4a93d3c
D3D11: Correct depth readback.
2022-10-09 15:50:50 -07:00
Henrik Rydgård
bc9215ca93
Merge pull request #16190 from unknownbrackets/save-slow
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Reduce IO primarily during save operations
2022-10-10 00:03:17 +02:00
Unknown W. Brackets
db5011d7f1
Savedata: Cache SFO data during processing.
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This only caches between touching PSP code, in case something changes.
Reduces cases of multiple SFO lookups and reads.
2022-10-09 14:42:31 -07:00
Unknown W. Brackets
5bed35b293
Savedata: Skip and defer texture exist check.
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We can skip if there's no UI.
2022-10-09 14:42:31 -07:00
Unknown W. Brackets
8c1acc30e4
Savedata: Combine file info and dir listing calls.
2022-10-09 14:42:31 -07:00
Unknown W. Brackets
4942692558
Io: Provide directory existence with listing.
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Sometimes, you need to tell the difference between an empty directory and
one that doesn't exist at all. We can do this in a single call.
2022-10-09 14:42:31 -07:00
Unknown W. Brackets
7b8350f8a8
Android: Differentiate empty dir from failure.
2022-10-09 14:42:31 -07:00
Unknown W. Brackets
6168e03b4a
Savedata: Reduce some duplicate file info lookups.
2022-10-09 14:42:31 -07:00
Unknown W. Brackets
6fd2940376
Font: Reduce internal font loading IO.
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Improves startup for games that load sceFont on devices with slow storage.
2022-10-09 14:42:31 -07:00
Unknown W. Brackets
4db30e7724
Io: Defer GetFileInfo() until it's needed.
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We often won't need this, so skip the call until needed.
2022-10-09 14:42:30 -07:00
Unknown W. Brackets
8d848f083b
Io: Reduce operations inside GetFileInfo().
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These can take time so let's try to bundle them.
2022-10-09 14:42:30 -07:00
Unknown W. Brackets
d473aa6db0
Module: Cleanup file read pattern.
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Let's always use ReadEntireFile() when we can.
2022-10-09 14:42:30 -07:00
Henrik Rydgård
af995f2856
Merge pull request #16191 from unknownbrackets/depth-download
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Correct depth readback on D3D9
2022-10-09 23:37:39 +02:00
Unknown W. Brackets
55d5dc3834
GPU: Rename readback and buffer write operations.
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Avoid download/upload and pack, which don't have clear directions.
2022-10-09 13:49:41 -07:00
Unknown W. Brackets
d83f736b1f
D3D9: Correct depth readback.
2022-10-09 13:21:04 -07:00
Unknown W. Brackets
199bfe4596
Merge pull request #16187 from Nemoumbra/remote-API-tests
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Remote API: hle.func.removeRange added
2022-10-09 12:15:55 -07:00
Unknown W. Brackets
aa410b4896
Merge pull request #16152 from hrydgard/on-demand-depth-buffers
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Vulkan: Create depth/stencil buffers on demand
2022-10-09 12:04:04 -07:00
Henrik Rydgård
0c4935f336
Depal from dynamic CLUT: When detecting bounds, be more conservative.
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Followup to #16188 .
Further fixes the lens flare.
It confused me before that there are two sections of the track on
Sunset Drive where the sun is visible, but only on the second is the
lens flare sprite actually shown, which is rather weird.
Verified that exactly the same thing happens on hardware, so it's not a
an emulation problem! Rather seems like a glitch in the game itself.
2022-10-09 20:57:06 +02:00
Henrik Rydgård
be37de106c
Vulkan: Create depth/stencil buffers on demand
2022-10-09 20:28:32 +02:00
Henrik Rydgård
f21fd36708
Merge pull request #16188 from hrydgard/ridge-racer-sun-flare
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Fix depal bounds with dynamic CLUT. Fixes lens flare glitches in Ridge Racer
2022-10-09 20:28:02 +02:00
Henrik Rydgård
9422b05ee3
Fix depal bounds with dynamic CLUT. Fixes lens flare glitches in Ridge Racer
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With this wrong, we ended up drawing pixels that came from a DONT_CARE
init of the depal temp buffer, which was a pile of garbage on Android
and blank on PC.
Now, we seem to end up not drawing anything because the depal operation
results in transparent black into whatever is actually intended, but at
least the screen isn't full of glitches when the sun is visible on Adreno.
See issue #16083
2022-10-09 20:27:45 +02:00
Nemoumbra
e67cc16660
Remote API: hle.func.removeRange added
2022-10-09 19:11:14 +03:00
Henrik Rydgård
28bc45451c
Merge pull request #16184 from unknownbrackets/depth-download
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GPU: Hook Gods Eater Burst avatar read
2022-10-09 16:37:42 +02:00
Henrik Rydgård
49de375bff
Merge pull request #16183 from unknownbrackets/depth-usage
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GPU: Ignore depth when masked and ALWAYS
2022-10-09 10:41:40 +02:00