Henrik Rydgård
751136f2e2
Time to update gradle again (Android Studio 4.0 was released)
2020-05-28 23:00:51 +02:00
Henrik Rydgård
2ba65c831a
Fix minor bug in StereoResampler debug display
2020-05-26 23:10:28 +02:00
Henrik Rydgård
774bea4f33
Merge pull request #12977 from unknownbrackets/travis
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Make UWP build again and build on Travis
2020-05-26 23:05:03 +02:00
Unknown W. Brackets
3cf2e7edca
Android: Request stable layout and update on focus.
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This seems to keep immersive better when switching apps.
2020-05-25 17:20:59 -07:00
Unknown W. Brackets
0edc3fa869
UWP: Fix safe insets.
2020-05-25 15:10:55 -07:00
Henrik Rydgård
737fb83471
Merge pull request #12978 from unknownbrackets/vulkan-load-ds
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Vulkan: Ensure depth/stencil load match on Mali
2020-05-25 22:57:16 +02:00
Unknown W. Brackets
40a0525aea
Vulkan: Ensure depth/stencil load match on Mali.
2020-05-25 12:14:03 -07:00
Unknown W. Brackets
c90c29df32
Vulkan: Trivially kill more empty steps.
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Just in case we have a DONT_CARE step.
2020-05-25 12:04:18 -07:00
Unknown W. Brackets
085a9ec0ce
Travis: Build UWP also.
2020-05-25 10:44:51 -07:00
Unknown W. Brackets
e299eb8743
UWP: Link ChatScreen.
2020-05-25 09:57:18 -07:00
Unknown W. Brackets
8f2fb0530c
UWP: Stub new inputbox system func.
2020-05-25 09:57:18 -07:00
Unknown W. Brackets
1b6b0c1649
UWP: Buildfix for controller vibration.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
b97fbcb462
UWP: Add libpng17 include path.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
f232352457
UWP: Include TextDrawer in main MSVC project.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
c46015e237
UWP: Fix TextDrawer with latest changes.
2020-05-25 09:44:05 -07:00
Unknown W. Brackets
e8b651fbd6
Thread: Default to kernel threads from kernel.
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This is an experiment. In most cases, allowKernel will be false.
2020-05-25 18:59:07 +08:00
Henrik Rydgård
b23f949931
Merge pull request #12973 from unknownbrackets/gpu-step-id
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GPU: Don't allow step id to decrease at a sync
2020-05-25 08:26:10 +02:00
Unknown W. Brackets
24c844445e
GPU: Don't allow step id to decrease at a sync.
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This might've caused us to miss necessary dynamic state dirtying in games,
but only in fairly specific cases. But it happens a lot when stepping via
the GE debugger.
2020-05-24 22:39:29 -07:00
Henrik Rydgård
e521801c8c
Merge pull request #12971 from unknownbrackets/ge-debugger
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GE Debugger: Fix alignment in GE dumps
2020-05-25 07:28:39 +02:00
Unknown W. Brackets
c8f8d55118
Vulkan: Correct viewport flag reset on rebind.
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Can't break since we're checking two separate flags.
2020-05-24 21:36:23 -07:00
Unknown W. Brackets
356468fe83
GLES: Use debug groups for render steps.
2020-05-24 20:50:17 -07:00
Unknown W. Brackets
00656a2d8d
GLES: Avoid duplicate state resets.
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Between render passes, we don't need to re-disable stencil test each time.
Only when it changes. This makes render logs clearer.
2020-05-24 20:50:17 -07:00
Unknown W. Brackets
61f907fd18
GE Debugger: Fix alignment in GE dumps.
2020-05-24 19:06:20 -07:00
Unknown W. Brackets
56f4335915
GLES: Delay buffer use in vertex cache.
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This creates the buffer on frame 2, starts using it on frame 3.
2020-05-24 14:47:41 -07:00
Unknown W. Brackets
c051e9ec2c
GLES: Fix disabled vertex cache code.
2020-05-24 14:05:54 -07:00
Unknown W. Brackets
8fa84fd717
Merge pull request #12968 from hrydgard/dirty-from-drawengine
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Dirty state from each DrawEngine
2020-05-24 15:35:05 -04:00
Henrik Rydgård
370678c498
Do a similar thing for D3D (let the backend handle the dirtying).
2020-05-24 20:57:59 +02:00
Unknown W. Brackets
8a9ea2aa86
Merge pull request #12967 from unknownbrackets/ui-lock
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UI: Lock around removal from dispatch queue
2020-05-24 14:47:04 -04:00
Henrik Rydgård
bebf649705
OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
2020-05-24 20:27:58 +02:00
Unknown W. Brackets
544576e6c2
UI: Lock around removal from dispatch queue.
2020-05-24 10:57:32 -07:00
Henrik Rydgård
4f7e5df29a
Remove all those "GLES reset the blend state" comments.
2020-05-24 19:21:46 +02:00
Henrik Rydgård
bef078a3bd
GLRenderManager: Removes some redundant dirtying. Preserves blend state (color mask) across clears.
2020-05-24 19:18:04 +02:00
Henrik Rydgård
1ba7e01548
Merge pull request #12957 from unknownbrackets/sdl-egl
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SDL: Try to continue if EGL init fails
2020-05-24 18:57:28 +02:00
Unknown W. Brackets
4f111f7eb6
Merge pull request #12966 from hrydgard/dirty-vp-scissor-state-2
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Vulkan: After binding a new framebuffer, we always need to dirty the viewport/scissor state.
2020-05-24 12:21:51 -04:00
Henrik Rydgård
cba0d16583
Vulkan: After binding a new framebuffer, we always need to dirty the viewport/scissor state.
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So that viewport and scissor commands get written to the new render pass.
Temporary solution until I can figure out how to abstract this away
in the RenderManager without losing perf.
2020-05-24 17:59:52 +02:00
Henrik Rydgård
98e3caa959
Merge pull request #12965 from hrydgard/darkstalkers-normal-stretch
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DarkStalkers: Handle the "normal" screen stretch too, not just "wide".
2020-05-24 17:48:58 +02:00
Henrik Rydgård
defa8aa480
DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop.
2020-05-24 16:53:44 +02:00
Henrik Rydgård
f0550a6ded
Exclude a couple more commands from re-execution in ReapplyGfxState. See
2020-05-24 16:30:37 +02:00
Henrik Rydgård
f7270733a4
Merge pull request #12959 from unknownbrackets/ppge
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PPGe: Left align messages in dialogs
2020-05-24 12:54:53 +02:00
Henrik Rydgård
104bf3915e
Merge pull request #12956 from unknownbrackets/project
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Cleanup MSVC project a little and move git-version-gen
2020-05-24 11:03:26 +02:00
Henrik Rydgård
c9aff66340
Merge pull request #12962 from unknownbrackets/gpu-minor
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GPU: Don't reapply LoadClut each frame
2020-05-24 11:02:34 +02:00
Unknown W. Brackets
921b9b89d6
GPU: Don't reapply LoadClut each frame.
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Definitely don't need to reapply this one.
2020-05-24 00:12:41 -07:00
Unknown W. Brackets
4f586f9567
PPGe: Left align messages in dialogs.
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It was previously left aligned, but the TextDrawer was being told to
center. These are meant to just center the enclosing box of text, not the
individual lines within.
Makes Final Fantasy 3 look a lot better.
2020-05-23 19:59:56 -07:00
Unknown W. Brackets
8ccbfcd1f2
Windows: Workaround for custom build step error.
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Apparently this is a known bug in some MSVC versions.
2020-05-23 16:56:27 -07:00
Unknown W. Brackets
bf11829836
Windows: Avoid calling git describe 3 times.
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We only need to call it once per build, which should save a little build
time. Of course, cl.exe takes longer, but still...
2020-05-23 16:56:27 -07:00
Unknown W. Brackets
b46bf8e4e7
SDL: Try to continue if EGL init fails.
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Probably we should just stop using EGL on SDL2, but I'm not sure if
that's making things work for some users. But if EGL init fails, try
to avoid a segfault and skip EGL.
Should help #12474 .
2020-05-23 16:26:47 -07:00
Henrik Rydgård
2d4e45d229
Merge pull request #12955 from unknownbrackets/headless
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Headless: Fix flash0/font path
2020-05-23 23:18:43 +02:00
Henrik Rydgård
28542c0e1b
Merge pull request #12954 from unknownbrackets/debugger
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Debugger: Don't break during startup
2020-05-23 23:18:25 +02:00
Unknown W. Brackets
9064bbcad1
Windows: Move git-version update to build event.
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Doing it on each project made it possible for two to overwrite each other.
It's rare, but this could corrupt git-version.cpp.
This makes it run when Core is resolved, and also on Windows/Headless only.
It may still require two compiles to update, but that's not a new problem.
2020-05-23 13:34:41 -07:00
Unknown W. Brackets
2a2584ec23
Global: Add more other platforms to MSVC project.
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To facilitate refactoring/searching files better.
2020-05-23 13:09:52 -07:00