Henrik Rydgård
5c340ccd09
Remove the concept of scaled/offset depth buffers.
2026-06-10 10:41:30 +02:00
Henrik Rydgård
c46774c923
Fix the ImGe debugger vertex list
2026-06-02 14:53:37 +02:00
Henrik Rydgård
bb573e6e0c
Well, it builds, but doesn't work yet.
2026-06-02 12:33:53 +02:00
Henrik Rydgård
a317890c08
Remove the GPUDebugInterface class
...
Just a pointless extra layer in the class hiearchy, making it
unnecessarily hard to modify the interface.
Might as well hit GPUCommon directly.
2026-06-02 11:15:08 +02:00
Henrik Rydgård
b1723086be
Plumb through depth information (although not yet always generated)
2026-05-30 19:07:58 +02:00
Henrik Rydgård
f60e27a9b7
Just some refactoring of the GPUStatistics struct, and more use of StringWriter
2026-05-29 14:40:31 +02:00
Henrik Rydgård
e0d6664e85
Fix issue with raw screenshots not always being cropped correctly
...
Fixes #21664
2026-05-12 10:12:41 +02:00
Henrik Rydgård
ae6ba469c1
Fix some more screenshot problems
...
Followup to #21249
2026-02-13 14:56:31 +01:00
Henrik Rydgård
df2d00208e
Improve screenshots in "Skip buffer effects" mode
2026-02-08 16:33:48 +01:00
Henrik Rydgård
b421c0791f
Perform screenshot processing (including image encode) on background tasks
2025-03-20 20:48:51 +01:00
Henrik Rydgård
ae8f8c4abd
Refactor TakeGameScreenshot a bit.
2025-03-20 17:41:44 +01:00
Henrik Rydgård
95cf9c2e28
Just some constification
2025-03-03 13:59:42 +01:00
Henrik Rydgård
ee297e974d
Move more code into SoftwareTransformCommon, cleanup
2024-12-18 13:57:26 +01:00
Henrik Rydgård
db13c09c41
Add break-on-count (with rudimentary UI), break on block transfer
2024-12-17 11:24:07 +01:00
Henrik Rydgård
dda3ddf6b0
Simplifications
2024-12-15 16:09:42 +01:00
Henrik Rydgård
54d18bb343
Lift some more debugging functionality into GPUCommon
2024-12-15 14:03:05 +01:00
Henrik Rydgård
11dbae3457
Remove the "DispatchFlush" mechanism, not convinced it's a win
2024-12-15 13:42:05 +01:00
Henrik Rydgård
4223bcfae1
Move the ownership of GPU breakpoints to GPUCommon
2024-12-15 12:51:37 +01:00
Henrik Rydgård
638607d29a
Refactor: Make GPUCommon own the framedump "recorder".
2024-12-15 12:07:44 +01:00
Henrik Rydgård
a858032e46
Remove obsolete accounting for time spent stepping the GE (we no longer block)
2024-12-12 18:54:46 +01:00
Henrik Rydgård
c756842b7b
Im Ge debugger: Gray out disabled state (state that belongs to disabled features)
2024-12-10 16:38:36 +01:00
Henrik Rydgård
5f83e48280
Move the ge debugger window back out from GPUCommon
2024-12-06 09:50:00 +01:00
Henrik Rydgård
2c8e78408b
Add basic vertex data viewer (with the same flaws as the old one)
2024-12-06 09:29:12 +01:00
Henrik Rydgård
51ae6ce898
Small simplification
2024-12-05 10:55:19 +01:00
Henrik Rydgård
474e7acf54
Hook up the new (bare-bones) ImGui debug window to GPU stepping, fix stepping.
2024-12-05 00:51:59 +01:00
Henrik Rydgård
9ed8d8871e
Ge stepping without wait: Tex/Prim stepping works. Draw/Single have issues.
2024-12-05 00:36:48 +01:00
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
e4adc112ff
ImDebugger: Add a basic texture browser
2024-11-29 19:30:38 +01:00
Henrik Rydgård
194b2ce076
Ge Debugger: Add a framebuffer listing, along with some plumbing
2024-11-23 23:23:48 +01:00
Henrik Rydgård
be63ce3a4a
Minor refactor allowing getting the GPU profile string outside games
2023-08-03 16:31:20 +02:00
Henrik Rydgård
05b6bbdc56
Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
...
Accessed from the in-game dev menu just like the Vulkan frame profiler.
With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00
Unknown W. Brackets
f44852bb18
Global: Cleanup virtual/override specifiers.
...
Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
416265431b
GE Debugger: Display if tex is framebuf.
...
Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets
48c39543af
GE Debugger: Normalize framebuffer texture preview.
...
Previously, we would show the render-to-texture with its original
dimensions. While useful, this skewed the preview coordinates and was
sometimes confusing. Additionally, depth texturing didn't preview.
This pads and subsets the texture preview so it's the right size.
2022-10-10 21:54:24 -07:00
Unknown W. Brackets
24999e792a
Ge: Report and save Edram translation value.
...
See #16126 for some details on its usage and effects.
2022-10-01 23:18:42 -07:00
Unknown W. Brackets
f595299fe5
GE Debugger: Allow expressions for goto address.
2022-09-05 17:33:54 -07:00
Unknown W. Brackets
eb95b99523
GE Debugger: Add option to auto flush.
...
This makes it easier to see what's happening in each draw.
2022-01-22 13:12:59 -08:00
Unknown W. Brackets
28a4057115
GPU: Rotate screenshot framebuffer per display.
2021-02-19 22:57:34 -08:00
Henrik Rydgård
eb3faf5370
Fix some further static analysis warnings
2019-06-18 01:08:25 +02:00
Henrik Rydgård
a0dc85a9d7
Fix a bunch of inconsequential uninitialized variables
2019-06-18 00:18:40 +02:00
Henrik Rydgård
7939cb5024
Minor debugging feature: Show vertex normals in GE debugger
2017-07-02 22:51:52 +02:00
Henrik Rydgard
f1c96c056d
Move all the GL/D3D9 FBO code into thin3d.
2017-02-06 11:40:16 +01:00
Unknown W. Brackets
fa0e88f1b7
Add a flag to use the display vfb for screenshots.
...
This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
Unknown W. Brackets
6151f8ef9f
Allow taking screenshots with a clamped size.
...
Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Unknown W. Brackets
2916298695
gedbg: Add scaled 16-bit z support.
2016-01-20 22:11:02 -08:00
Unknown W. Brackets
c6ffed6484
gedbg: Add mechanics to grab CLUT buffer.
2016-01-10 09:25:19 -08:00
Unknown W. Brackets
ba15718db3
Track hovering in GE debugger to show pixel value.
...
This works for texture, framebuffer, depth, and stencil.
Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
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
cde585a29a
Include dependency cleanup
2015-07-29 11:48:20 +02:00
Unknown W. Brackets
7ecff0acd6
Support more screenshot framebuffer formats.
2014-12-31 16:17:23 -08:00