Commit Graph
9567 Commits
Author SHA1 Message Date
Henrik Rydgård 5a65334646 Use dirty-flags more in Vulkan state setting 2017-08-14 15:14:46 +02:00
Henrik Rydgård 776c9e384f Oops, broke Vulkan in the rebase somehow. Fixed. 2017-08-14 13:52:40 +02:00
Unknown W. BracketsandHenrik Rydgård ca40282a10 Dirty on various framebuf state helpers.
Ideally we should cut down on using DisableState(), or restore afterward.
2017-08-14 11:36:07 +02:00
Unknown W. BracketsandHenrik Rydgård 96ed8564ab Add some missing fragment shader state changes. 2017-08-14 11:36:07 +02:00
Henrik Rydgard 078e1151f9 Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
Unknown W. BracketsandHenrik Rydgård f1cf92988f Dirty things on stencil buffer upload. 2017-08-14 11:36:06 +02:00
Unknown W. BracketsandHenrik Rydgård c84efcfc97 Dirty vertexshader state on hw bezier/spline. 2017-08-14 11:36:06 +02:00
Henrik Rydgard 56cd991833 All: Only recompute the vertex shader ID when dirty 2017-08-14 11:36:06 +02:00
Henrik Rydgard f01da87ab2 D3D11: Make better use of the dirty flags to avoid state calls 2017-08-14 11:36:03 +02:00
Henrik Rydgard 4e55654522 Add some missing VIEWPORTSCISSOR dirtying. 2017-08-14 11:35:11 +02:00
Unknown W. BracketsandHenrik Rydgård aa2269020a Dirty viewport state on framebuf resize. 2017-08-14 11:14:26 +02:00
Henrik Rydgard 1098bf7342 All: Only convert viewportscissor state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard 712c36b98b Dirty RASTER_STATE when switching between rect and non-rect primitives (culling) 2017-08-14 11:14:26 +02:00
Henrik Rydgard e439055a32 All: Only convert raster state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard e2b179d6e2 All: Only convert depth stencil state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard e4567c694c All: Only convert blend state if "dirty" 2017-08-14 11:14:26 +02:00
Unknown W. BracketsandHenrik Rydgård 3960a4d791 Ensure everything is dirty on frame start. 2017-08-14 11:14:26 +02:00
Henrik Rydgård 35c8a05d29 Minor GPU disassembler update 2017-08-05 18:37:03 +02:00
Unknown W. Brackets d6affac72d GPU: Correct 1080p/720p crop for ultrawide/similar.
If the display is 1280x1080 or 2560x1080, we don't want to stretch width.
2017-07-30 08:32:49 -07:00
Henrik Rydgård f7fea57bb6 More RIP addressing in software skinning.. 2017-07-07 15:12:57 +02:00
Henrik Rydgård 837118d230 More RIP elimination 2017-07-07 15:07:56 +02:00
Henrik Rydgård 86396ba39b Turning off the "close memory finder" lets us find more RIP addressing... 2017-07-07 15:07:53 +02:00
Henrik Rydgård f5e110018b Fix software skinning 2017-07-07 12:57:39 +02:00
Henrik Rydgård 270001e651 vminmax_sreg only needs a single element 2017-07-07 11:33:07 +02:00
Henrik Rydgård cf7939d3e4 Get rid of remaining RIP addressing in vertex decoder 2017-07-07 11:33:06 +02:00
Henrik Rydgård 442a7012a6 Remove some rip addressing in vertex decoder 2017-07-07 11:33:06 +02:00
Henrik Rydgård 99d23fb021 X64/X86: Even more use of the context register 2017-07-05 13:21:35 +02:00
Henrik Rydgård 385204bec6 X64 vertex decoder: Use relative memory accesses when loading matrices. 2017-07-05 12:51:41 +02:00
Henrik Rydgård 7939cb5024 Minor debugging feature: Show vertex normals in GE debugger 2017-07-02 22:51:52 +02:00
Unknown W. Brackets c711b00d4c GPU: Clean up some GLES3 defaults.
It should default both of them the same way.  And we already set subimage
on desktop.
2017-07-01 16:16:59 -07:00
Unknown W. Brackets c724df5f52 D3D11: Fix texture scaling with blank first half.
This would cause some textures to become blank.  Fixes #9813.
2017-07-01 16:10:00 -07:00
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
Unknown W. Brackets 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
Unknown W. Brackets 73fd75c0e2 GE Debugger: Fix replay timing drift. 2017-06-04 20:08:17 -07:00
Unknown W. Brackets 7e26c75a27 GE Debugger: Pass filename into dump replay. 2017-06-04 15:11:10 -07:00
Unknown W. Brackets d62f5f9fe2 GE Debugger: Add some comments and cleanup. 2017-06-04 14:51:27 -07:00
Unknown W. Brackets 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
Unknown W. Brackets 0ce48fbeb5 GE Debugger: Reduce memory allocation.
This allows larger dumps to run without memory errors.
2017-06-04 12:11:23 -07:00
Unknown W. Brackets 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
Unknown W. Brackets 23d2ababd1 GE Debugger: Run replay using stalling.
This is faster and tests flushing better.
2017-06-04 10:39:03 -07:00
Unknown W. Brackets 2a388ba785 GE Debugger: Fix replay FPS. 2017-06-04 10:39:02 -07:00
Unknown W. Brackets 80be3166af GE Debugger: Allocate replay memory smarter.
This ends up being a good chunk faster.
2017-06-04 10:39:01 -07:00
Unknown W. Brackets 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
Unknown W. Brackets 9430145774 GE Debugger: Fix clut command recording.
The loadclut command hasn't executed yet...
2017-06-04 10:38:58 -07:00
Unknown W. Brackets 4a56e6ff83 GE Debugger: Fix recording in softgpu. 2017-06-04 10:38:58 -07:00
Unknown W. Brackets ababe0046e GE Debugger: Implement memory transfer commands. 2017-06-04 10:38:56 -07:00
Unknown W. Brackets 9f51c35df1 GE Debugger: Fix memmem and cleanup.
Somehow the prev memmem was sometimes not working right...
2017-06-04 10:38:56 -07:00