Commit Graph
5345 Commits
Author SHA1 Message Date
Unknown W. Brackets 95f270778e Core: Allow toggle between 2 custom speeds.
In addition to virtual keys for each speed separately.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets e2c217ab29 Core: More consistently use config enums. 2018-06-23 10:59:18 -07:00
Unknown W. Brackets b4496f1975 Core: Move config enums to separate file.
These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Henrik Rydgård a9da0028bb Merge pull request #11203 from unknownbrackets/savestate
Reset CPU mhz on PPSSPP reset
2018-06-23 08:59:57 +02:00
Unknown W. Brackets fd8a0612fa SaveState: Initialize some memory that is saved.
At the very least, will help them compress better.  Also good not to leak
random memory.
2018-06-22 21:29:18 -07:00
Unknown W. Brackets 06340bfa9c Vulkan: Workaround Adreno discard bug. (#11197)
This also explicitly enables early fragment tests when possible.  Using
conversative depth still works on Adreno and should allow some depth
optimizations.
2018-06-20 09:05:27 +02:00
Henrik Rydgård f3ab56e15d Merge pull request #11193 from unknownbrackets/gles
Android: Allow using OpenGL 4.x with javaGL disabled
2018-06-18 10:58:39 +02:00
Unknown W. Brackets 03edd6129a GLES: Cut down on use of USING_GLES2. 2018-06-17 20:51:34 -07:00
Unknown W. Brackets bd13f6b906 Vulkan: Workaround stencil upload bug on Adreno.
We write a static depth value, which will be ignored, to force the driver
to support discard.
2018-06-17 17:50:38 -07:00
Unknown W. Brackets 9f4cd3fcdb GLES: Add missing semantics for stencil upload.
Makes #10634 work for GLES properly.
2018-06-17 17:50:38 -07:00
Unknown W. Brackets f6036195d8 GLES: Cleanup stencil upload w/h handling.
In case a buffer has been resized recently, we want to upload just the
detected drawable area, probably.  Before this was inconsistent depending
on the render resolution.
2018-06-17 17:50:38 -07:00
Henrik Rydgård da5f0f7f2b Merge pull request #11186 from unknownbrackets/debugger
Debugger: Add APIs to retrieve render image
2018-06-17 21:53:38 +02:00
Unknown W. Brackets 80312582d1 GPU: Avoid a switch case warning. 2018-06-17 11:32:17 -07:00
Unknown W. Brackets d1fa9b97a3 GPU: Remove some unused fields. 2018-06-17 11:26:09 -07:00
Unknown W. Brackets e6917cccf6 Debugger: Add APIs to retrieve render image. 2018-06-16 15:33:02 -07:00
Unknown W. Brackets a0608d7fc5 Debugger: Allow GPU actions while stepping.
This allows pulling the display/target while paused.  It may also allow
other actions that work outside a display list.
2018-06-16 13:57:45 -07:00
Unknown W. Brackets 469d8a6a41 GPU: Screenshot output in BGRA if that's native.
This is a decent chunk faster.
2018-06-16 13:48:50 -07:00
Unknown W. Brackets c97023568c thin3d: Fix requesting BGRA buffers.
Should be fine to request BGRA->BGRA.

Also, the reverse flags were wrong/ignored on the format.
2018-06-16 13:31:08 -07:00
Henrik Rydgård 53f0f136ac Merge pull request #11182 from unknownbrackets/postshader
GLES: Use accurate GLSL ver in postshader convert
2018-06-15 07:22:55 +02:00
Unknown W. Brackets 0d2de36258 GLES: Use accurate GLSL ver in postshader convert. 2018-06-14 20:31:58 -07:00
Henrik Rydgård e03aeba75e Merge pull request #11171 from unknownbrackets/debugger
Fix some issues with GE dumps
2018-06-14 10:07:21 +02:00
Unknown W. Brackets 582bc2d60a GE Debugger: Stall less liberally on GE dump exec.
This makes it easier to compare performance and flushing bugs.
2018-06-11 15:14:18 -07:00
Unknown W. Brackets f7443aaa15 GE Debugger: Use a class for dump execution. 2018-06-11 15:06:40 -07:00
Unknown W. Brackets ccef997a7a GE Debugger: Fix asserts when reading debug tex.
This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass.  So we must have a render
pass.
2018-06-11 14:56:25 -07:00
Unknown W. Brackets 0ed2c03350 GE Debugger: Prevent hang on shutdown.
Since we're blocking the Emu thread, we can't use a hook from the Emu
thread to wake up.

The change to lifecycle callbacks caused this.
2018-06-11 14:54:42 -07:00
Henrik Rydgård e98ea812f6 Merge pull request #10973 from weihuoya/cullmode
handle cull mode by indices, refer to issue #10172
2018-06-10 20:53:18 +02:00
Unknown W. Brackets 395ac32d63 Debugger: Run memory breakpoints on mobile. 2018-06-06 17:31:56 -07:00
Henrik Rydgård 6bf6490c2f Merge pull request #11128 from unknownbrackets/gpu-minor
Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård 03175b74ef Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Henrik Rydgård f9cfb05895 Merge pull request #10987 from unknownbrackets/debugger-core
Improve debugger threadsafety and consistency
2018-06-06 21:10:14 +02:00
Henrik Rydgård 9f1125ae33 Merge pull request #11078 from unknownbrackets/debugger-spline
GE Debugger: Show bezier/spline in preview
2018-06-06 20:40:10 +02:00
Henrik Rydgård 347721f200 Merge pull request #10981 from unknownbrackets/flat-shade
Use software transform for flat shading and fix colors
2018-06-06 19:05:54 +02:00
Unknown W. Brackets 9aad4dc848 GE Debugger: Cleaned repetition in spline preview. 2018-06-06 05:59:14 -07:00
Unknown W. Brackets 1829902171 GE Debugger: Show bezier/spline in preview.
Ignoring some things about normals and colors since they don't matter.
2018-06-06 05:59:14 -07:00
Unknown W. Brackets e313a9bf6c Debugger: Lock startup/shutdown for threadsafety.
Otherwise things can get freed while we're trying to inspect them.
2018-06-06 05:58:49 -07:00
Unknown W. Brackets e9cc1ee463 Debugger: Allow multiple clients more properly.
Otherwise we lose wakeups and hang.
2018-06-06 05:58:49 -07:00
Unknown W. Brackets 28cabd578a Qt Debugger: Remove display list debugger.
Being replaced with WebSocket based debugger.  Was disabled and not
working anyway, and hardcoded some GL so a barrier to Vulkan.
2018-06-06 05:58:10 -07:00
Unknown W. Brackets 4f93b1d136 GLES: Removed unused skip copy code.
Now it was just making the buffer larger for no reason.  Before, it
allowed us to skip the convBuf copy.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets 2f859425a8 GPU: Use unordered_map for tempFBOs. 2018-06-06 05:56:30 -07:00
Unknown W. Brackets 8f354e5312 GPU: Minor framebuffer code cleanup. 2018-06-06 05:56:30 -07:00
Unknown W. Brackets ad0b8435ca D3D9: Reuse BGRA conversion code.
Also, couldn't have been right to skip it when the pointers equal, not
sure if that case was ever being hit.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets 2ab1552f2d D3D9: Use an unordered_map for offscreen.
Also cleanup.  Mostly just for consistent usage.
2018-06-06 05:56:30 -07:00
Unknown W. Brackets 7c8780bfb6 GPU: Remove some unused code. 2018-06-06 05:56:29 -07:00
Unknown W. Brackets 2606365ba4 GPU: Use software transform for flat shading.
Except on GLES where it works fine with the default provoking index.

This fixes #10969 so that it works everywhere.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
Unknown W. Brackets 5b62c8afb8 D3D9: Implement flat shading via state. 2018-06-06 05:53:50 -07:00
Unknown W. Brackets b845278d7d D3D11: Implement flat shading in shader. 2018-06-06 05:53:49 -07:00
Unknown W. Brackets 61fc1cdcfb GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -07:00
Henrik Rydgård b037efdb55 If there are multiple Vulkan devices, show a setting to allow the user to choose. 2018-06-06 10:20:12 +02:00
zhang wei f2e3476741 triangles 2018-06-05 10:39:40 +08:00