Commit Graph
27588 Commits
Author SHA1 Message Date
Unknown W. Brackets 6bdf39c232 GPU: Reset context version on init. 2017-12-27 01:54:36 -08:00
Henrik Rydgård c1a23658d1 Merge pull request #10456 from unknownbrackets/gpu-flips
Display: Avoid limiting FPS without a clear
2017-12-27 10:14:12 +01:00
Unknown W. Brackets c0f0bc88af UI: Trigger view recreate on static sized screens.
If a screen doesn't size via layout, it needs to recreate views on resize,
which is what the resized() method is for.
2017-12-27 01:13:47 -08:00
Henrik Rydgård 6b6487afc5 Merge pull request #10455 from unknownbrackets/debug-perf
Debugger: Defer active symbol updates
2017-12-27 10:02:41 +01:00
Henrik Rydgård 559d939b9f Merge pull request #10453 from unknownbrackets/gpu-backend
Reset GPU backend setting on graphics init
2017-12-27 10:01:37 +01:00
Unknown W. Brackets f9750dd137 Display: Avoid limiting FPS without a clear.
A bit of a dirty heuristic to avoid the slowdown in #8538.
2017-12-26 19:37:40 -08:00
Unknown W. Brackets 89f89ec749 Debugger: Defer active symbol updates.
This makes it faster when loading many modules/functions/etc., for example
when using the freeze debug feature.
2017-12-26 18:11:22 -08:00
Unknown W. Brackets e8ca467bc9 Vulkan: Allow full depth range with depth clamp. 2017-12-26 16:54:40 -08:00
Unknown W. Brackets b94ca6e75e Vulkan: Use depth clamping, where available.
This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -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 496b2bff35 Vulkan: Fix fragment depth rounding.
Was slightly off in the accurate depth path.
2017-12-26 16:19:11 -08:00
Unknown W. Brackets 56835fc017 Qt: Fix OpenGL init.
Needs to check extensions before creating thin3d, as others do.
2017-12-26 16:04:19 -08:00
Unknown W. Brackets 766b40aad8 GPU: Reset GPUBackend on graphics init.
This way, when using a port that doesn't support Vulkan, it doesn't just
silently use upside down GL, etc.
2017-12-26 16:02:55 -08:00
Unknown W. Brackets d6da758ed3 GPU: Remove duplicate BACKEND constants. 2017-12-26 15:55:24 -08:00
Henrik Rydgård 4657397b57 Merge pull request #10449 from myfreeweb/master
Vulkan + Wayland + FreeBSD
2017-12-27 00:24:44 +01:00
Greg V bbf2dcdb21 Check for Wayland headers in CMake 2017-12-26 16:09:31 +03:00
Greg V 52234dae91 Remove VULKAN_STATIC 2017-12-26 16:09:31 +03:00
Greg V f4d76c840c Support Vulkan on any Unix
In particular, it works FreeBSD
2017-12-26 16:09:31 +03:00
Greg V f3783bdb44 Add support for Vulkan on Wayland 2017-12-26 16:09:27 +03:00
Henrik Rydgård 43166c47e6 Merge pull request #10450 from unknownbrackets/bone-matrix
GPU: Avoid memory corruption on bone matrix > 96
2017-12-26 10:36:16 +01:00
Unknown W. Brackets 93a712660c GPU: Avoid memory corruption on bone matrix > 96.
See #9574.  Seen in Zill O'll Infinite, thanks to Kitsu-neechan for
tracking this down.
2017-12-26 01:09:23 -08:00
Henrik Rydgård baa4ceadd8 Merge pull request #10446 from unknownbrackets/ir-break
irjit: Allow continuing from mips break
2017-12-25 22:38:35 +01:00
Henrik Rydgård ffa48cb4fc Merge pull request #10447 from unknownbrackets/update-vram
Remove "read framebuffers to memory" FBO auto-download
2017-12-25 22:37:48 +01:00
Unknown W. Brackets ebce6da223 UI: Remove auto-download options.
See previous commit removing actual functionality.
2017-12-25 11:20:26 -08:00
Unknown W. Brackets 025a806ab4 GPU: Remove FBO auto-download hack.
See #6261.  This should be replaced now with block transfer detection,
which is faster and doesn't cause crashes.

Games that previously required this setting should use block transfer
instead.  If that doesn't work, it's a bug.
2017-12-25 11:17:59 -08:00
Unknown W. Brackets 8c2edd432b irjit: Allow continuing from mips break.
Some games currently generate break instructions, and can be played
otherwise.  Should be fixed, but let's not hard crash.
2017-12-25 10:21:22 -08:00
Henrik Rydgård 4b04a6db3c Merge pull request #10443 from unknownbrackets/win-focus
Windows: Track minimize as lost focus
2017-12-25 10:23:20 +01:00
Unknown W. Brackets a37a8ca4f0 GPU: Add quick method for debugging.
Helps when you want to bail out to the debugger quickly.
2017-12-24 18:05:44 -08:00
Unknown W. Brackets f5b2a6601e UI: Fix graphics API display on start.
Since it's a std::string return, it's a temporary, so returning it as a
pointer may drop the value.
2017-12-24 18:04:18 -08:00
Unknown W. Brackets 8c1c0e1897 Windows: Track minimize as lost focus.
It makes sense if we have the other feature.  Fixes #9918.
2017-12-24 18:03:28 -08:00
Henrik Rydgård 9b909b4158 Merge pull request #10440 from unknownbrackets/vulkan-leak
Vulkan: Decimate the texture allocator
2017-12-24 22:54:13 +01:00
Henrik Rydgård 1c9e970b37 Merge pull request #10441 from unknownbrackets/softgpu-bbox
Software: Execute bounding box tests
2017-12-24 22:53:04 +01:00
Henrik Rydgård 138cd9e851 Merge pull request #10442 from unknownbrackets/depth-clear
GPU: Reduce depth blits when not updated
2017-12-24 22:52:35 +01:00
Unknown W. Brackets 0956fa3ff6 GPU: Reduce depth blits when not updated.
If the game initially clears the depth in a buffer, but then never uses
that depth again, don't keep blitting depth.

Improves #8538, by preventing the depth blits in this case.
2017-12-24 11:52:15 -08:00
Unknown W. Brackets 206979fed6 Software: Execute bounding box tests.
Fixes #10148.
2017-12-24 11:05:52 -08:00
Unknown W. Brackets a7b3a1eb96 Vulkan: Decimate the texture allocator.
Thin3D wasn't calling Begin/End, which lead to leaks eventually and OOM.

Was causing softgpu to crash.
2017-12-24 10:39:42 -08:00
Unknown W. Brackets 49b41d1629 GLES: Allow dual src blend on newer Intel.
Fixes #10117.
2017-12-24 09:41:00 -08:00
Henrik Rydgård 46c468f3fe Merge pull request #10435 from unknownbrackets/debugger
Fix issues with GE debugger prim preview
2017-12-23 12:09:44 +01:00
Unknown W. Brackets 3c5816e2aa GE Debugger: Allow enable/disable of prim preview. 2017-12-23 02:16:43 -08:00
Unknown W. Brackets c55db7a496 GE Debugger: Keep prim preview on pan/zoom. 2017-12-23 01:57:03 -08:00
Unknown W. Brackets a32ccd3eb8 GE Debugger: Fix preview when zooming.
Before, the coordinates were only right when scaled to fit.  When you
zoomed in and panned, it would show in the wrong place because it wasn't
accounting for the flipped backbuffer.
2017-12-23 01:31:04 -08:00
Henrik Rydgård 0de5053a42 Merge pull request #10432 from unknownbrackets/debugger
GE Debugger: Fix some crashes while stepping
2017-12-22 21:51:46 +01:00
Unknown W. Brackets 2031b2ef98 GE Debugger: Fix some crashes while stepping.
Mostly on Vulkan, but possibly on other backends.
2017-12-22 12:29:08 -08:00
Henrik Rydgård 7f4da9b567 Merge pull request #10431 from unknownbrackets/debugger
GE Debugger: Save with alpha for PNGs
2017-12-22 09:43:20 +01:00
Unknown W. Brackets 554a85e6d8 GE Debugger: Save with alpha for PNGs. 2017-12-21 23:47:49 -08:00
Henrik Rydgård c3ac0659bd Merge pull request #10430 from unknownbrackets/hwtess
Add another restriction for GL HW tessellation
2017-12-22 08:11:38 +01:00
Henrik Rydgård 4478c2ceb2 Merge pull request #10429 from unknownbrackets/debugger
Allow exporting previews in the GE debugger
2017-12-22 08:11:09 +01:00
Unknown W. Brackets c5897a1c5c GPU: Cleanup some feature flags usage. 2017-12-21 18:50:41 -08:00
Unknown W. Brackets 510f9652a0 GLES: Improve HW tess requirements validation.
We also need texelFetch of some kind, seen in reporting.
2017-12-21 18:44:47 -08:00
Unknown W. Brackets b56aceb227 Core: Allow more formats for screenshot.
This allows depth and stencil formats too, so we can use for debugger
export.
2017-12-21 16:39:01 -08:00