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.
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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
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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
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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
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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
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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.
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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
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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
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PPGe: Left align messages in dialogs
2020-05-24 12:54:53 +02:00
Henrik Rydgård
104bf3915e
Merge pull request #12956 from unknownbrackets/project
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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
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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.
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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.
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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.
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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.
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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.
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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
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Headless: Fix flash0/font path
2020-05-23 23:18:43 +02:00
Henrik Rydgård
28542c0e1b
Merge pull request #12954 from unknownbrackets/debugger
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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.
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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.
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To facilitate refactoring/searching files better.
2020-05-23 13:09:52 -07:00
Unknown W. Brackets
86c0418f14
Headless: Fix flash0/font path.
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This was causing some automated tests to fail incorrectly, after the
assets/flash0/ change.
2020-05-23 10:40:32 -07:00
Unknown W. Brackets
4c29697120
Debugger: Avoid symbol map if deleted.
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This isn't perfectly safe, but if the game quits very quickly, it's
possible for the symbol map to get deleted.
2020-05-23 10:26:47 -07:00
Unknown W. Brackets
efee79fd71
Debugger: Don't break during startup.
2020-05-23 10:26:27 -07:00
Unknown W. Brackets
0ff922c3e0
Android: Buildfix.
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Not sure why the linker is having trouble with VulkanDebug.cpp.
2020-05-23 08:29:21 -07:00
Henrik Rydgård
da2f83b110
Merge pull request #12951 from unknownbrackets/vulkan-safety
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GPU: Never set safe size larger than the buffer
2020-05-23 10:51:09 +02:00
Unknown W. Brackets
1432cc9431
GPU: Try a bit harder to determine safe size.
2020-05-23 00:54:22 -07:00
Unknown W. Brackets
ea1f0a1195
Vulkan: Match safe size behavior on all backends.
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Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends. We also never detected
that on PowerVR. This makes things more consistent.
2020-05-23 00:25:39 -07:00
Unknown W. Brackets
3a1bc6a86b
GPU: Never set safe size larger than the buffer.
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Maybe this indicates the buffer size is wrong, but a safe size larger than
the buffer will make us try to download outside the buffer and lose the
Vulkan device.
2020-05-23 00:12:22 -07:00
Henrik Rydgård
bff3c15d6f
Merge pull request #12948 from Florin9doi/v4l_jpeg_multi_buf
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[Camera/V4L] Add support for jpeg and multiple buffers
2020-05-22 15:43:58 +02:00
Florin9doi
5c552771fc
[Camera/V4L] Add support for jpeg and multiple buffers
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required for Sony EyeToy
2020-05-22 15:50:01 +03:00
Henrik Rydgård
c861bc0d7c
Merge pull request #12947 from unknownbrackets/wasapi-format
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Windows: Avoid a WASAPI crash for a mono output format
2020-05-22 12:33:45 +02:00
Unknown W. Brackets
4bd60ed791
Io: Fix LBN timing for virtual discs.
2020-05-22 00:31:17 -07:00
Henrik Rydgård
23bdc40715
Merge pull request #12942 from unknownbrackets/vulkan-debug
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When debugging, expose pass tags to RenderDoc
2020-05-22 09:28:09 +02:00
Henrik Rydgård
34b5d531da
Merge pull request #12946 from unknownbrackets/ge-minor
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Ge: Check stack depth based on args struct size
2020-05-22 09:25:59 +02:00
Unknown W. Brackets
0f1f3507f6
Windows: Ask for a specific device on failure.
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In case the new rules make things fail unexpectedly.
2020-05-22 00:19:59 -07:00
Unknown W. Brackets
9d1e31f6a0
Windows: Avoid WASAPI init for a bad format.
2020-05-21 23:39:29 -07:00
Unknown W. Brackets
cd90fb4d69
Windows: Avoid crash for a mono output format.
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Let's just assume we're only going to get stereo formats.
2020-05-21 23:37:27 -07:00
Unknown W. Brackets
5507116d3f
Ge: Check stack depth based on args struct size.
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Matches tests against firmware.
2020-05-21 22:16:13 -07:00
Unknown W. Brackets
d7ad43b1d9
Io: Cleanup access bits for files.
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Also, we default a lot of these members, so don't need to reset.
2020-05-21 18:58:24 -07:00
Unknown W. Brackets
9b112efa0b
Headless: Handle umd mapping with block devices.
2020-05-21 18:58:24 -07:00
Unknown W. Brackets
49abe9ed6c
Io: Open sce_lbn references and whole ISO faster.
2020-05-21 18:58:24 -07:00
Unknown W. Brackets
91427c1f4e
Io: Account for OpenAsync timing.
2020-05-21 18:58:24 -07:00