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 "
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This reverts commit bc28f54612 .
2022-10-11 15:42:59 +02:00
Henrik Rydgård
c819f79664
Merge pull request #16204 from hrydgard/mac-mousewheel-menus
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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
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[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.
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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
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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
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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
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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
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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.
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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.
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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.
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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.
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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
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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
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Vulkan: Fix initial depth copy w/o existing depth
2022-10-11 06:45:21 +02:00
Unknown W. Brackets
c89cf1cde7
D3D9: Implement CopyFramebufferToMemorySync().
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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.
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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.
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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"
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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
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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.""
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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.
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Also minor cleanups.
2022-10-10 12:22:05 +02:00
Henrik Rydgård
470edac18a
Revert "Loader: Validate offsets and truncation in ELF."
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This reverts commit 4ecdce2a37 .
2022-10-10 11:42:24 +02:00
Henrik Rydgård
e3df8044b2
Merge pull request #16195 from unknownbrackets/gles-depth-cleanup
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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.
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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.
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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.
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Seems like Freedreno may support this.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
93346d6e2c
GLES: Refactor depth shader download.
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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
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D3D11: Correct depth readback
2022-10-10 09:48:18 +02:00
Henrik Rydgård
6f75289511
Merge pull request #16193 from unknownbrackets/overalloc
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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
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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.
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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.
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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.
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Previously, it kept showing the last frame, which made it seem like it was
still stepping.
2022-10-09 21:25:20 -07:00