Commit Graph
39166 Commits
Author SHA1 Message Date
Henrik Rydgård df5b51990d ArmJit: Save/restore downcount where needed, we missed a few cases. 2022-10-11 15:50:37 +02:00
Henrik Rydgård a34e32abe1 Revert "Disables "ForceCheck" on jit invalidation on ARM32, introduced in #16194"
This reverts commit bc28f54612.
2022-10-11 15:42:59 +02:00
Henrik Rydgård c819f79664 Merge pull request #16204 from hrydgard/mac-mousewheel-menus
Improve touchpad/mousewheel scrolling on Mac (due to 0 deltas)
2022-10-11 14:59:40 +02:00
Henrik Rydgård 44f61c0cee Merge pull request #16089 from ANR2ME/adhoc_matching
[AdhocMatching] Fix assertion issue when playing Cars over public adhoc server.
2022-10-11 14:14:00 +02:00
Henrik Rydgård b0cf97cf4d Touchpad/mousewheel scrolling acted very weirdly on Mac due to 0 deltas. Make it work better.
Ignoring the 0 deltas helps a lot for the feel, even though it still isn't that smooth feel yet.
2022-10-11 14:00:46 +02:00
Henrik Rydgård 901f698a10 Merge pull request #16201 from unknownbrackets/gedebugger
GE Debugger: Normalize framebuffer texture preview
2022-10-11 11:33:19 +02:00
Henrik Rydgård 804220afb1 Merge pull request #16198 from unknownbrackets/gles-stencil
Readback stencil buffer for debugger on GLES
2022-10-11 10:55:38 +02:00
Henrik Rydgård f9e736b01b Merge pull request #16202 from hrydgard/workaround-arm32-forcecheck-issue
Workaround ARM32 forcecheck issue
2022-10-11 10:52:48 +02:00
Henrik Rydgård bc28f54612 Disables "ForceCheck" on jit invalidation on ARM32, introduced in #16194
I'm not sure if we should call it at all here, but at least this makes
games work again on ARM32. Will need more investigation.
2022-10-11 10:10:52 +02:00
Henrik Rydgård baa9451cb7 Warning fixes 2022-10-11 09:55:53 +02:00
Unknown W. Brackets 416265431b GE Debugger: Display if tex is framebuf.
Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets a4bd0af3f2 GE Debugger: Use a modern GL context.
Note: still a separate context from Draw, since it's drawn to an entirely
separate window.

This stops RenderDoc from getting angry.
2022-10-10 22:13:16 -07:00
Unknown W. Brackets fb6b2514f2 GE Debugger: Remove ancient unecessary GL calls. 2022-10-10 21:59:54 -07:00
Unknown W. Brackets 48c39543af GE Debugger: Normalize framebuffer texture preview.
Previously, we would show the render-to-texture with its original
dimensions.  While useful, this skewed the preview coordinates and was
sometimes confusing.  Additionally, depth texturing didn't preview.

This pads and subsets the texture preview so it's the right size.
2022-10-10 21:54:24 -07:00
Unknown W. Brackets fc9f200224 GE Debugger: Centralize current fb tex fetch code. 2022-10-10 21:50:53 -07:00
Unknown W. Brackets 999055791d D3D9: Remove block transfer code overrides.
We can just use Draw now.  Keep depth, though, since it applies scale.
2022-10-10 21:48:38 -07:00
Henrik Rydgård b7c5c4ec51 Merge pull request #16199 from unknownbrackets/mips-offset
MIPS: Fix non standard layout offsets
2022-10-11 06:46:25 +02:00
Henrik Rydgård 8b2e7d6e2f Merge pull request #16200 from unknownbrackets/vulkan-depth
Vulkan: Fix initial depth copy w/o existing depth
2022-10-11 06:45:21 +02:00
Unknown W. Brackets c89cf1cde7 D3D9: Implement CopyFramebufferToMemorySync().
This works like other backends, including D3D11.  This allows us to get
rid of the old implementation and reuse more code.
2022-10-10 21:28:14 -07:00
Unknown W. Brackets 26fd063cd1 Vulkan: Fix initial depth copy w/o existing depth. 2022-10-10 19:14:34 -07:00
Unknown W. Brackets 728748b108 MIPS: Fix non standard layout offsets. 2022-10-10 17:30:15 -07:00
Unknown W. Brackets fc68cd9457 GLES: Add debug readback of stencil data.
This allows the existing gpu.buffer.renderStencil to snapshot the state.
2022-10-10 17:09:14 -07:00
Unknown W. Brackets c03d327ddd GLES: Refactor depth pipeline create.
So we can reuse for stencil as well.
2022-10-10 16:55:30 -07:00
Unknown W. Brackets 59cc7a8000 GPU: Rename stencil write pipeline. 2022-10-10 16:54:29 -07:00
Unknown W. Brackets b991a84b91 GLES: Allow stencil texturing if supported. 2022-10-10 16:43:19 -07:00
Henrik Rydgård 5318452e76 it_IT - Italian localization: Apply giona888's latest changes 2022-10-10 19:16:25 +02:00
Henrik Rydgård 6f703128ec Experimentally revert "Delete some misguided FPU control code, that we definitely don't want"
This reverts commit d52d383c22.
2022-10-10 18:35:29 +02:00
Henrik Rydgård 089ac9a50e Comment about VR uniforms 2022-10-10 18:02:19 +02:00
Henrik Rydgård ee46f8992e Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps 2022-10-10 18:02:19 +02:00
Henrik Rydgård aec22491fe Don't expand alphaColorRef to 128 bytes on backends where we don't need to. 2022-10-10 18:02:01 +02:00
Henrik Rydgård 69bc7b060f glslang: Set a missing resource limit. Avoids spurious errors in shader unit test 2022-10-10 17:17:17 +02:00
Henrik Rydgård d56bdcb81e Merge pull request #16196 from hrydgard/improved-render-stats
Improved stats in the Vulkan GPU profiler
2022-10-10 15:40:17 +02:00
Henrik Rydgård 50285f6bf6 Revert "Revert "Loader: Validate offsets and truncation in ELF.""
This reverts commit 470edac18a.
2022-10-10 13:29:09 +02:00
Henrik Rydgård 6833589e38 Update elfSize to uncompressed elf size when needed. Fixes infinite loading in Wipeout.
Also minor cleanups.
2022-10-10 12:22:05 +02:00
Henrik Rydgård 470edac18a Revert "Loader: Validate offsets and truncation in ELF."
This reverts commit 4ecdce2a37.
2022-10-10 11:42:24 +02:00
Henrik Rydgård e3df8044b2 Merge pull request #16195 from unknownbrackets/gles-depth-cleanup
GLES: Use Draw for depth readback shader
2022-10-10 10:59:50 +02:00
Henrik Rydgård d4bfe9299d Track min and max GPU time, init time, render CPU time.
Mainly wanted to see if init time is a factor, there are optimizations
we can do there.
2022-10-10 10:53:27 +02:00
Henrik Rydgård d52d383c22 Delete some misguided FPU control code, that we definitely don't want 2022-10-10 10:46:51 +02:00
Henrik Rydgård 32699da6df Vulkan (trivial): Fix numDraws stat when merging render passes. Shorten a name. 2022-10-10 10:06:30 +02:00
Unknown W. Brackets 1dc35b3ac4 GLES: Simplify, enable debug depth readback. 2022-10-10 01:04:57 -07:00
Unknown W. Brackets f8908c691b GLES: Use Draw for depth readback shader.
Was not working before, since the program was not being used by Draw2D.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets 179c1e4a3b GLES: Enable EXT_depth_clamp where supported.
Seems like Freedreno may support this.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets 93346d6e2c GLES: Refactor depth shader download.
This makes it similar to the Draw interface.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets c2da29392c GLES: Depth download cleanup. 2022-10-10 00:54:29 -07:00
Henrik Rydgård dd389ade8f Merge pull request #16192 from unknownbrackets/depth-download
D3D11: Correct depth readback
2022-10-10 09:48:18 +02:00
Henrik Rydgård 6f75289511 Merge pull request #16193 from unknownbrackets/overalloc
Loader: Get rid of overalloc on module exec
2022-10-10 09:47:28 +02:00
Henrik Rydgård 5b919dcf1f Merge pull request #16194 from unknownbrackets/debugger
Fix crash setting breakpoints while in GE debugger
2022-10-10 09:47:03 +02:00
Unknown W. Brackets 6a5824031d Windows: Retain log console on graphics restart.
It's a small thing but I always use -l and it annoys me when I restart.
2022-10-09 21:42:04 -07:00
Unknown W. Brackets 825450a373 jit: Defer invalidations made while running.
Previously, invalidating icache could happen while running, which might
cause the CPU to return into outer space.  This runs such invalidations
after letting the CPU exit.

It was easy to trigger this with the debugger: step using the GE debugger,
add a CPU memory breakpoint, then resume from the GE debugger.
However, cheats and the like could cause similar issues.
2022-10-09 21:26:13 -07:00
Unknown W. Brackets 4d5e6f53bb GE Debugger: Reset on shutdown.
Previously, it kept showing the last frame, which made it seem like it was
still stepping.
2022-10-09 21:25:20 -07:00