Commit Graph
27588 Commits
Author SHA1 Message Date
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
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.
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
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.
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.
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
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.
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
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.
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.
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.
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
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
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
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
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.
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
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
PPGe: Left align messages in dialogs
2020-05-24 12:54:53 +02:00
Henrik Rydgård 104bf3915e Merge pull request #12956 from unknownbrackets/project
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
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.
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.
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.
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.
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.
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
Headless: Fix flash0/font path
2020-05-23 23:18:43 +02:00
Henrik Rydgård 28542c0e1b Merge pull request #12954 from unknownbrackets/debugger
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.
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.
To facilitate refactoring/searching files better.
2020-05-23 13:09:52 -07:00