Commit Graph
654 Commits
Author SHA1 Message Date
Unknown W. Brackets 4a92db4cd6 Debugger: Update to latest armips.
Reduces warning noise now that it's included in the build.
2018-06-17 10:50:11 -07:00
Unknown W. Brackets 5bfba9b284 Debugger: Add HLE API funcs.
Lumping function symbols in here too, they're pretty related...
2018-06-08 06:59:18 -07:00
Unknown W. Brackets 29d93c56c7 Debugger: Initial breakpoint APIs. 2018-06-08 06:59:18 -07:00
Unknown W. Brackets e746a2d106 Debugger: Add stepping to WebSocket API. 2018-06-08 06:59:17 -07:00
Unknown W. Brackets 944948a5f4 Debugger: Initial disasm API. 2018-06-08 06:59:17 -07:00
Unknown W. Brackets 3dac5f2103 Debugger: Add current game info. 2018-06-08 06:59:17 -07:00
Unknown W. Brackets 1f987bf1c1 Debugger: Initial register get/set APIs. 2018-06-08 06:59:16 -07:00
Unknown W. Brackets b37d59e8fa Debugger: Organize WebSocket event handling.
Just a starting point to organize it.  Trying to keep it simple.
2018-06-08 06:59:16 -07:00
Unknown W. Brackets c2b9b5a9e8 Debugger: Serve a simple log listener WebSocket.
Planning to add more functionality to it, and sharing the reporting port
is possibly not ideal - although it would make discovery easier.
2018-06-08 06:59:16 -07:00
Unknown W. Brackets 3a8a2ff933 http: Move web server to core and use flags.
This way we can independently control the debugger and disc sharing, since
debugger could have security impact.
2018-06-07 16:28:01 -07:00
Unknown W. Brackets e21753bc93 Debugger: Add assembler to build. 2018-06-06 05:59:24 -07:00
Henrik Rydgård 343763cf5a More paranoia from Google Play 2018-05-27 22:16:36 +02:00
Henrik Rydgård b730d187e8 Add some paranoid checks guided by stack traces from Google Play 2018-05-27 22:12:59 +02:00
Unknown W. Brackets 3f1544612b Android: Add missing graphics shutdown calls.
These were there for graphics restart (like resize) but not for full
shutdown, which was causing crashes during shutdown sometimes.

See #10931.
2018-04-21 08:33:53 -07:00
Unknown W. Brackets 379be140d6 Android: Avoid overload shadowing. 2018-04-14 11:25:15 -07:00
Unknown W. Brackets 6ba0a6cdfd Android: End GLES renderer after emu thread join.
This matches other backends, and prevents things from being added to the
deleter after GLES end.  Fixes #10849.
2018-04-08 19:28:15 -07:00
Unknown W. Brackets 89186d8113 Replay: Initial structure for replay functionality. 2018-04-07 15:36:28 -07:00
Henrik Rydgård 188ed07d77 Android: Have haptic feedback ignore the global setting, but default to off. 2018-03-25 13:42:57 +02:00
Henrik Rydgård fb15208777 Android: Reload the config after getting storage permission, and ask immediately. Should help #10670 2018-03-24 12:52:51 +01:00
Henrik Rydgård 08c3e13517 Do more detailed checks for Vulkan availability. Should hopefully solve #10729. 2018-03-17 11:36:16 +01:00
Henrik Rydgård 9f9903c02e Fixes to vulkan restart logic on Android. Should help #10696 2018-03-11 17:14:11 +01:00
Henrik Rydgård f196a877e6 Android: Fix fallback from Vulkan to GL. 2018-03-03 00:00:18 +01:00
Henrik Rydgård 5f8118b82b Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases. 2018-02-25 10:27:59 +01:00
Henrik Rydgård 926b3873df Fix issue with Vulkan task switching and resolution changes on Android. 2018-02-12 17:47:31 +01:00
Unknown W. Brackets cdf378d20c GLES: Prevent race condition on shutdown.
emuThreadState might become STOPPED before the last frame has been run,
which can cause WaitUntilQueueIdle to hang.

It's simpler just to wait until StopThread() is called, since it now is.
This will line up properly with run_.
2018-02-11 11:40:11 -08:00
Unknown W. Brackets 48b4a5f378 Android: Fix race condition on shutdown. 2018-02-10 16:55:48 -08:00
Henrik Rydgård ae19c48138 Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet. 2018-02-07 16:00:29 +01:00
Henrik Rydgård 7f30037e45 Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android. 2018-02-07 13:11:43 +01:00
Henrik Rydgård 22e28e218b Merge pull request #10411 from hrydgard/gl-render-manager
GL render manager - new faster GL multithreading
2018-01-31 12:22:07 +01:00
Henrik Rydgård 26b146a247 Buildfixes 2018-01-30 12:28:44 +01:00
Henrik Rydgård c60c8ed68a Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour. 2018-01-29 19:38:10 +01:00
Henrik Rydgård 19ab367591 Fix some accidental extra-indentation 2018-01-28 19:26:42 +01:00
Henrik Rydgård bd3a681fd3 Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though. 2018-01-28 17:30:33 +01:00
Henrik Rydgård 7abb8702ce Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context. 2018-01-28 17:29:27 +01:00
Henrik Rydgård fdca06d208 More work on shutdown, still hanging though. 2018-01-27 15:10:17 +01:00
Henrik Rydgård 062608ad78 Start moving the framebuffer stuff over to the render manager 2018-01-27 15:10:17 +01:00
Henrik Rydgård 5d3c1e7871 Additional header cleanup 2018-01-20 21:55:25 +01:00
Henrik Rydgård 133bef575a Split Android graphics context implementations into their own files. 2018-01-20 21:47:16 +01:00
Henrik Rydgård 1a97f62dc9 Fix running the CPU test from the UI. 2018-01-04 18:10:41 +01:00
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 2250ef799c Avoid including platform-specific headers in VulkanContext.h 2017-12-18 12:54:25 +01:00
Henrik Rydgård 6f0b382d9e Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later. 2017-12-13 19:29:42 +01:00
Unknown W. Brackets 2943bbdbfd UI: Cancel loaders on shutdown.
Improves backend switching / locking / etc. performance when the recent
list has games that aren't currently available.

Also, remove unnecessary duplicate gameinfo flush on EGL loop shutdown.
Already happens in NativeShutdownGraphics().
2017-12-09 16:48:38 -08:00
Henrik Rydgård 58fd674bbf Try to fix build with the old Android build system too... 2017-12-08 10:25:42 +01:00
Henrik Rydgård 1076e358e0 Also update Application.mk for the old build system. 2017-12-07 23:47:54 +01:00
Henrik Rydgård 7d0fc9ce65 Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc. 2017-12-07 15:05:59 +01:00
Unknown W. Brackets 9c046d7518 Android: Fix race condition on lock/unlock.
This might be related to the recreate from bad orientation - sometimes, it
was pause/resuming pretty quick, which would get stuck waiting for a join.
2017-12-03 20:32:17 -08:00
Unknown W. Brackets 79f03a0767 Android: Fix crash on shutdown/restart.
The text drawing textures needed to be deleted before shutting down their
allocator.  Fixes #10244.
2017-12-03 14:39:00 -08:00
Henrik Rydgård 51a6c67502 Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only) 2017-11-29 19:29:53 +01:00