Commit Graph
47140 Commits
Author SHA1 Message Date
Henrik Rydgård 6f703128ec Experimentally revert "Delete some misguided FPU control code, that we definitely don't want"
This reverts commit d52d383c22.
2022-10-10 18:35:29 +02:00
Henrik Rydgård 089ac9a50e Comment about VR uniforms 2022-10-10 18:02:19 +02:00
Henrik Rydgård ee46f8992e Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps 2022-10-10 18:02:19 +02:00
Henrik Rydgård aec22491fe Don't expand alphaColorRef to 128 bytes on backends where we don't need to. 2022-10-10 18:02:01 +02:00
Henrik Rydgård 69bc7b060f glslang: Set a missing resource limit. Avoids spurious errors in shader unit test 2022-10-10 17:17:17 +02:00
Henrik Rydgård d56bdcb81e Merge pull request #16196 from hrydgard/improved-render-stats
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.""
This reverts commit 470edac18a.
2022-10-10 13:29:09 +02:00
Henrik Rydgård 6833589e38 Update elfSize to uncompressed elf size when needed. Fixes infinite loading in Wipeout.
Also minor cleanups.
2022-10-10 12:22:05 +02:00
Henrik Rydgård 470edac18a Revert "Loader: Validate offsets and truncation in ELF."
This reverts commit 4ecdce2a37.
2022-10-10 11:42:24 +02:00
Henrik Rydgård e3df8044b2 Merge pull request #16195 from unknownbrackets/gles-depth-cleanup
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.
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.
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.
Seems like Freedreno may support this.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets 93346d6e2c GLES: Refactor depth shader download.
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
D3D11: Correct depth readback
2022-10-10 09:48:18 +02:00
Henrik Rydgård 6f75289511 Merge pull request #16193 from unknownbrackets/overalloc
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
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.
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.
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.
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
Reduce IO primarily during save operations
2022-10-10 00:03:17 +02:00
Unknown W. Brackets db5011d7f1 Savedata: Cache SFO data during processing.
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.
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.
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.
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.
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().
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.
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
Correct depth readback on D3D9
2022-10-09 23:37:39 +02:00
Unknown W. Brackets 55d5dc3834 GPU: Rename readback and buffer write operations.
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
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
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.
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
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
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
Lubos 43f848a2aa Merge branch 'master' into feature_openxr_vulkan 2022-10-09 17:49:17 +02:00
Lubos 7c6cff5ae9 Merge branch 'master' into feature_openxr_vulkan 2022-10-09 17:48:23 +02:00