Commit Graph
57 Commits
Author SHA1 Message Date
Henrik Rydgard 8e2c485373 Some microoptimization 2013-08-11 22:12:14 +02:00
Unknown W. Brackets 5e363bcbd2 Don't allow gpu->Flush() to be called publicly. 2013-08-09 22:57:54 -07:00
Unknown W. Brackets 02e301e5fe Add a simple message event system to the GE.
With this, the CPU thread feature now mostly works.
2013-08-09 22:41:31 -07:00
Unknown W. Brackets 52ca93aab2 Add mutex locks around list management.
This way we can safely execute lists on a separate thread.
2013-08-09 22:41:31 -07:00
Unknown W. Brackets 0dc6bab9ff Shouldn't be necessary to flush on drawsync. 2013-08-07 00:32:27 -07:00
Henrik Rydgard 773115bb6d GPU: tiny optimization and log fix 2013-08-06 19:08:38 +02:00
Unknown W. Brackets 89349eae7e Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00
Henrik Rydgard 23ee9b8cd5 Add "Take Screenshot" to Windows version. Writes to "screenshots" subdirectory. No smart file naming yet. 2013-06-22 22:28:48 +02:00
Henrik Rydgard e782b6f20e Add VSync option in Windows. Turns itself off when unthrottled. 2013-06-16 23:45:06 +02:00
Unknown W. Brackets f8d6bda678 Add a better signal for VRAM copies in the GPU. 2013-06-09 23:55:32 -07:00
Henrik Rydgård 367e9bcefb Remove DrawWireframe option to save space in dialog, it doesn't really work right anyway 2013-05-16 17:18:53 +02:00
Unknown W. Brackets 3c0ed69fd2 Improve GPU invalidation interface, check fonts.
When a font is rendered, tell the GPU about it, but don't rehash.

This not only improves perf (less hashing) but makes font changes more
immediate (no deferred hashing.)  But only if they use sceFont.
2013-05-05 22:52:01 -07:00
Peter Thoman 2212e7f609 Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately 2013-04-30 17:58:05 +02:00
Unknown W. Brackets b0ce9e934e Split out the GPU vendor and the full detail.
This way we can sort things more easily.
2013-04-29 00:30:54 -07:00
Unknown W. Brackets 5cea38e405 Reporting: catch information about the GPU. 2013-04-29 00:26:43 -07:00
Unknown W. Brackets 1edbfa3212 Use a downcount and fast run loop in the GE. 2013-04-28 14:23:30 -07:00
Unknown W. Brackets affe91cb3b Refactor some GPU methods to return errors. 2013-03-31 23:57:03 -07:00
Unknown W. Brackets 0f15a5eae6 Move the pc-management cmds to GPUCommon. 2013-03-31 23:57:02 -07:00
Henrik Rydgard bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Henrik Rydgard 7c91802e3c Add some infrastructure to be used for frameskipping 2013-02-19 00:45:26 +01:00
Xele02 2a6af9b8a3 Add displayList debug dialog 2013-02-17 01:28:43 +01:00
Henrik Rydgard 64a376516e Move all the framebuffer management out into its own file. 2013-01-30 21:09:53 +01:00
Henrik Rydgard 3b681d3854 Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
Henrik Rydgard 366583d34f Align some vertex arrays to page size. It's said to possibly be beneficial. 2013-01-29 00:48:13 +01:00
Henrik Rydgard d1b3fd0e49 Better window resize handling 2013-01-27 00:15:39 +01:00
Henrik Rydgard 8a32779150 Misc GPU stats etc changes 2013-01-25 18:29:14 +01:00
Henrik Rydgard b1bbbc44fc Add enable/disable dithering. Respect chosen framebuffer color depth. 2013-01-23 23:04:09 +01:00
Henrik Rydgard 29e422cbf1 Avoid flicker by not throwing away the last 3 FBOs. 2013-01-11 17:55:26 +01:00
Henrik Rydgard 6ab6045baf Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason. 2013-01-11 02:00:51 +01:00
Unknown W. Brackets 3861ce0376 Use sceKernelDcacheWritebackAll() as a hint only. 2013-01-05 17:07:19 -08:00
Unknown W. Brackets 97bdaf5dd2 Add support for selecting the GE callback per list.
Not sure if interrupts are right, but this should be more right.
2012-12-29 15:55:05 -08:00
Unknown W. Brackets 589916fca2 Move GPU state to sceDisplay, reset GPU on load. 2012-12-29 12:49:49 -08:00
Florent Castelli 36a71eafd0 Move InterpretList and ProcessDLQueue to GPUCommon 2012-12-29 03:11:36 +01:00
Florent Castelli 6eec4f5d7f Move display list management to common GPU class 2012-12-29 03:11:35 +01:00
Henrik Rydgård 57b4d658cc Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
2012-12-27 23:38:55 +01:00
Henrik Rydgård d95dbca9be Cleanup GPU init/shutdown a bit 2012-12-25 22:42:19 +01:00
Henrik Rydgård d21647bbb9 Split code from GLES_GPU to TransformDrawEngine, cleanup 2012-12-25 22:39:37 +01:00
Henrik Rydgard e42af096c8 Merge 2012-12-21 23:43:48 +01:00
Henrik Rydgard 3b114eb24a More work on indexed draws. Not combining yet. 2012-12-21 19:16:17 +01:00
Henrik Rydgard 4c23d668e1 Cleanup and reorganize gpu code a little 2012-12-21 16:50:14 +01:00
Henrik Rydgard 4f376a2c34 Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right... 2012-12-20 15:07:58 +01:00
Henrik Rydgard b8d596cbec Add some infrastructure for flexible vertex formats 2012-12-19 18:35:37 +01:00
Henrik Rydgard 4046146164 Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup. 2012-12-19 15:14:41 +01:00
Henrik Rydgard 6e32b30afd DisplayDrawer->FramebufferManager 2012-12-01 10:17:34 +01:00
Henrik Rydgard 980d13fe50 Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup. 2012-11-28 13:45:22 +01:00
Henrik Rydgard 2822ce2737 Temporarily disable most of the viewport code as it broke some games. Kept the flip detection. 2012-11-26 20:38:26 +01:00
Henrik Rydgard 870ea6628b Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working). 2012-11-26 17:35:08 +01:00
Henrik Rydgard 02a94e52ee Do GPU ram<->vram block transfers. Could be smart enough to clear textures from cache but isn't yet. 2012-11-22 20:57:41 +01:00
Henrik Rydgard f378f959e1 Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices. 2012-11-20 10:59:23 +01:00
Henrik Rydgard 8b67975a47 GL: Framebuffer management using FBOs. Fixes flicker in Lumines and many others. 2012-11-19 23:29:14 +01:00