Commit Graph
26952 Commits
Author SHA1 Message Date
Unknown W. Brackets a2b99e23d2 GPU: Handle buffer overhead in postshader uniforms.
Framebuffers may be temporarily larger than the estimated width, because
we estimate different sizes for them and resizing is expensive.

This moves accounting for that to texelDelta instead of pixelDelta.
2020-05-13 08:39:50 -07:00
Henrik Rydgård f23dd7635c Merge pull request #12882 from hrydgard/vulkan-fix-renderpass-opt
Vulkan: Don't merge render passes where the second one begins with a clear.
2020-05-11 00:18:59 +02:00
Henrik Rydgård c1d32e8b3e D3D11: Better set current texture to null first, otherwise we can run into another issue. 2020-05-10 23:42:52 +02:00
Henrik Rydgård f708396bda Fix a comment 2020-05-10 23:10:57 +02:00
Henrik Rydgård 73c253e2ac D3D11: Fix a bind ordering issue in depal (only a problem with debug layer enabled) 2020-05-10 23:10:57 +02:00
Henrik Rydgård b0a163ba2e ColorConv: Fix a few conversions that missed the lower bits of each component. 2020-05-10 23:10:57 +02:00
Henrik Rydgård a34c773b13 Vulkan: Don't merge render passes where the second one begins with a clear.
God of War optimization survives this check, thankfully.

Force Unleashed doesn't, but meh, it's not as bad there anyway.
2020-05-10 23:10:57 +02:00
Henrik Rydgård 6edf4ddc57 Merge pull request #12881 from unknownbrackets/android-size
Refactor Android resize management and improve restart
2020-05-10 17:11:23 +02:00
Henrik Rydgård d8923dff5c Merge pull request #12878 from unknownbrackets/gpu-bof-cleanup
GPU: Split up software transform into phases
2020-05-09 23:59:26 +02:00
Unknown W. Brackets ccc7ae54af Android: Avoid multiple resizes in a row.
This was sometimes happening when ui callbacks etc. would trigger in
certain patterns of using the app.  Might have been related to sizing
problems.

Delaying the resize by 10ms when the surface is unchanged seems okay.
2020-05-09 14:47:48 -07:00
Unknown W. Brackets d328e161d7 UI: Add more options to touch test screen. 2020-05-09 14:06:54 -07:00
Unknown W. Brackets 03fc86a147 UI: Return to game settings after restart.
This is more convenient.  Also restarts the game if needed.

Added a way to pass args to Android here as well, and fixed displaying an
error if the shortcut file doesn't exist on Android (like if you deleted
it after creating the shortcut.)
2020-05-09 13:53:42 -07:00
Unknown W. Brackets dddaa57392 Windows: Fix GL reinit on backend switch. 2020-05-09 12:20:42 -07:00
Unknown W. Brackets f60d80b24e Android: Move a bit more size handling. 2020-05-09 11:26:06 -07:00
Unknown W. Brackets 040ba2b3ff Android: Reassert sustained perf when going ingame. 2020-05-09 11:10:48 -07:00
Unknown W. Brackets 581a288852 Android: Refactor size maintenance to own class. 2020-05-09 11:10:04 -07:00
Unknown W. Brackets ba566ef26a GPU: Minor lighting cleanup in software transform.
In this case, unlitColor is already materialAmbient.
2020-05-08 23:09:24 -07:00
Unknown W. Brackets ef43ec5f33 GPU: Split up software transform into phases. 2020-05-08 23:09:24 -07:00
Henrik Rydgård bf6357a53a Merge pull request #12875 from unknownbrackets/gpu-bof
GLES: Simplify the framebuf offset detection
2020-05-08 23:03:07 +02:00
Henrik Rydgård 09837507f9 Merge pull request #12876 from unknownbrackets/wasapi-safety
Windows: Add safety checks to WASAPI code
2020-05-08 10:34:25 +02:00
Unknown W. Brackets b3b86bc2c2 Windows: Add safety checks to WASAPI code.
Seems to be crashing for some users.
2020-05-08 00:55:21 -07:00
Unknown W. Brackets b413a58945 GLES: Add safety handling for offset depal.
Just in case...
2020-05-07 23:30:17 -07:00
Unknown W. Brackets 16e47f6333 GPU: Calc framebuf offset with right params.
It has nothing to do with the target or source framebuf, oops.
2020-05-07 23:22:51 -07:00
Unknown W. Brackets 4d11256807 GPU: Avoid a texture offset change in sw transform.
If we do it this late, it changes the shader, but that is tricky to handle
for all the backends.
2020-05-07 23:18:51 -07:00
Unknown W. Brackets 48980d8786 GLES: Simplify the framebuf offset detection.
It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets b942607153 Merge pull request #12873 from hrydgard/draw-texture-allocator
Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture" images.
2020-05-06 19:23:06 -04:00
Henrik Rydgård f9f568d266 Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture" images.
Fixes #12355 (or at a minimum, will improve it).
2020-05-06 22:24:10 +02:00
Henrik Rydgård 31b1993a69 compat.ini: Turn on ForceUMDDelay for Innocent Life. See issue #2830. 2020-05-03 15:27:53 +02:00
Henrik Rydgård 0decc6521c Merge pull request #12866 from Florin9doi/mac_bundle_vers
iOS/macOS : set bundle version
2020-05-02 17:37:05 +02:00
Florin9doi bc948b9b94 iOS/macOS : set bundle version 2020-05-01 21:36:55 +03:00
Unknown W. Brackets f82e7a4e7b Merge pull request #12862 from Florin9doi/ios_file_as
iOS : File association
2020-04-29 10:01:07 -04:00
Florin9doi 4bebdb30c6 iOS : File association 2020-04-29 11:02:59 +03:00
Henrik Rydgård 3f82cef93a compat.ini: Set ForceMax60FPS for Super Monkey Ball Adventures. See #7674. 2020-04-28 10:06:45 +02:00
Henrik Rydgård 1d783dde0f Merge pull request #12861 from cweiske/ouya-launcher
Make PPSSPP visible in OUYA launcher
2020-04-27 23:18:34 +02:00
Christian Weiske 34d629ff79 Make PPSSPP visible in OUYA launcher
Reference: https://github.com/ouya/docs/blob/master/setup.md
2020-04-27 22:48:27 +02:00
Henrik Rydgård 1b8e3d9738 And another mumbo jumbo game (#12857) 2020-04-27 10:22:54 +02:00
Henrik Rydgård 9c98bbabf2 Enable ForceMax60FPS for games published by MumboJumbo. See issue #12857 2020-04-27 09:43:14 +02:00
Henrik Rydgård 646c3b749e Merge pull request #12856 from hrydgard/vulkan-discard-negative-rects
Vulkan: Discard negative width/height framebuffer blits.
2020-04-26 22:08:57 +02:00
Henrik Rydgård 5508bfb596 Vulkan: Discard negative width/height framebuffer blits. Will likely help #12531. 2020-04-26 12:44:11 +02:00
Henrik Rydgård 4d420c5121 Merge pull request #12225 from hrydgard/sum2012-patch-4
Rebased: Wrap some SysMemForKernel's nids, fixing #7960
2020-04-26 12:39:25 +02:00
Henrik Rydgård 34ae4cc5a9 Address additional feedback from Unknown, finally 2020-04-26 11:34:17 +02:00
Henrik Rydgård e3aa2f5e4c Assorted fixes (build and crash) 2020-04-26 11:19:31 +02:00
Henrik Rydgård e0614b7ce2 Use PPSSPP's kernel interface to retrieve Heap objects
Allows us to get rid of DoState and the map<>.
2020-04-26 11:19:31 +02:00
Henrik Rydgård bf73d3d663 Address Unknown's feedback
https://github.com/hrydgard/ppsspp/pull/7965/files
2020-04-26 11:19:31 +02:00
sum2012 3604a92bee Change to info log
As this commit is work
(tested on Tales of Phantasia with Chinese patch)
2020-04-26 11:18:41 +02:00
sum2012 b12fbb9d3e Attempt to make save status 2020-04-26 11:18:41 +02:00
sum2012 e1ce6c061e Fix crash in sceKernelDeleteHeap 2020-04-26 11:18:41 +02:00
sum2012 52138f8ce8 Attempt to build fix non-windows 2020-04-26 11:18:41 +02:00
sum2012 6c4043b9de remove comment 2020-04-26 11:18:41 +02:00
sum2012 fed2b42c5f Try to Implement SysMemForKernel 2020-04-26 11:18:41 +02:00