Commit Graph

82 Commits

Author SHA1 Message Date
Henrik Rydgård 0df2a40487 Remove the "GPUInterface" base class. Not really useful, GPUCommon is pretty much the same thing. 2024-12-02 11:12:14 +01:00
Henrik Rydgård 3861e97a94 Experiment with the collapsible header thingy. Slightly increase the font size of headers. 2023-07-31 11:48:50 +02:00
Henrik Rydgård fd656c629d More dirtying 2023-07-30 17:45:19 +02:00
Unknown W. Brackets a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets 77e510bd90 GPU: Use accurate depth for depth range hack.
This should be easier to ensure stays well tested.
2022-12-04 19:27:23 -08:00
Henrik Rydgård f6fcc9e9a7 Add a way to view the "GPU_USE_" flags at runtime. Useful for sanity checking on-device. 2022-11-23 16:17:41 +01:00
Unknown W. Brackets 6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Unknown W. Brackets 904fb38003 GPU: Restore matrices with dirtying.
Without this, it's possible we might not notice or apply a change
whether in uniforms or etc.
2022-09-29 22:31:02 -07:00
Unknown W. Brackets 6b20c0318d softgpu: Correct matrix value update wrapping.
The values read back when saving a context or getting matrix data are set
differently than the actual values used for rendering.

This implements the wrapping and bleeding between matrices within softgpu,
but leaves hardware rendering to only use the rendering registers for
speed.
2022-09-27 22:29:55 -07:00
Unknown W. Brackets 2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets 13ec384dbe Build: Explicitly include ppsspp_config.h.
This adds it to all files that use it.  Not all our builds include the
file.
2021-03-02 21:04:03 -08:00
Unknown W. Brackets b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets 4b4e3432cd SaveState: Split Do() into a separate header. 2020-08-10 08:03:41 +00:00
Henrik Rydgård 2f26297062 Clean up some more ifdefs 2019-05-10 23:25:57 +02:00
driver1998 5072584781 Fix neon headers for MSVC ARM64
MSVC uses arm64_neon.h for ARM64, arm_neon.h is ARM32 only.
2019-05-04 22:45:15 +08:00
Henrik Rydgård 36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård 40db61a680 Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
Henrik Rydgård 978f8e73e5 Remove checks that disabled software skinning if there was morph. 2018-03-05 00:03:47 +01:00
Henrik Rydgård 3e56d8bbdf Noticed that the UWP build has been broken for some time, fix it.
Should probably set up a buildbot if we care about this...
2018-02-05 16:21:39 +01:00
Unknown W. Brackets 6bdf39c232 GPU: Reset context version on init. 2017-12-27 01:54:36 -08:00
Unknown W. Brackets f263d207b3 GPU: Match GE saved context better.
Just in case some game stores it somewhere, but also makes it simpler to
write tests against hardware.
2017-12-26 16:20:11 -08:00
Unknown W. Brackets 9fbcc01afa TexCache: Remove simple 0/1 alpha check.
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Henrik Rydgård 22e65ba80d Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11 2017-08-31 01:14:51 +02:00
Henrik Rydgård 2b8e81f01e NEON-optimize bone matrix loads 2017-08-15 14:35:21 +02:00
Henrik Rydgard e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard c289a2c7bf Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
Henrik Rydgard 7d60ec73be Move framebufChanged into the dirty flag field 2017-01-24 18:12:20 +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 Rydgard 004c8b0fca Make debug stats more compact. 2016-03-31 09:47:25 +02:00
Henrik Rydgard e11d0a7e1c Minor GPU interface cleanup 2016-01-06 23:49:02 +01:00
Unknown W. Brackets 529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Henrik Rydgard f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
Henrik Rydgard 2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard 01a1438dce Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed. 2014-09-08 23:10:23 +02:00
Unknown W. Brackets 1f51fe7843 d3d: Avoid rewriting textures, just swizzle.
Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.

Technically we could do it in OpenGL as well.

Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Henrik Rydgard 1d7642fa48 Remove most mentions of the "_XBOX" define 2014-08-24 14:21:35 +02:00
Unknown W. Brackets 030b562eb9 Support render-to-offset within a framebuffer.
Fixes #6324.
2014-06-14 17:08:41 -07:00
Unknown W. Brackets 1d9f7b04fc Implement in-shader blending on gles2 / gl2.
I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Unknown W. Brackets acab898be0 Keep track of x/y offset for render-to-tex.
Fixes intro in Valkyrie Profile now that we're wrapping correctly.
2014-06-08 14:27:05 -07:00
Unknown W. Brackets cc841bbe4c Apply tex wrap/clamp in shader for render-to-tex.
Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
2014-06-07 13:13:58 -07:00
Unknown W. Brackets f660c04983 Optimize double alpha blending for 1/0 textures.
If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still
use color doubling instead.  Fixes #3379 (Persona 2.)
2014-05-11 14:17:19 -07:00
Unknown W. Brackets 748ce6a753 Fix typo breaking older savestates. 2014-04-21 22:40:50 -07:00
Henrik Rydgard 16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets 58038c05fc Simplify gstate_c savestate code a bit.
So it's not as awkward to modify.
2014-04-13 15:16:51 -07:00
Unknown W. Brackets 4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Ced2911 2ab34b5704 [gpu] Endian fix 2014-01-26 14:29:30 -08:00
Unknown W. Brackets 435115441d Reinitialize the GE on sceKernelLoadExec().
Mostly, reset the lists and draw completion, etc.

May be required for Capcom Classic Collection Reloaded to work.
2013-11-28 15:35:12 -08:00
Henrik Rydgard 8c562a615f Bone matrix loading speedup. Bit of a hack but seems reliable enough. 2013-11-14 14:02:31 +01:00
Henrik Rydgard 7e67476b00 Simple unoptimized software skinning.
Does not take advantage of the possible reduction in state changes yet.
2013-11-13 18:10:57 +01:00
Sacha aad70d8912 Symbian: Support software GPU. It seems to compile properly now. May allow Nokia 500 to run PPSSPP (albeit very slowly). 2013-11-12 16:20:52 +10:00