Commit Graph
39166 Commits
Author SHA1 Message Date
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.
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
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
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
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
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.
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
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
PPGe: Left align messages in dialogs
2020-05-24 12:54:53 +02:00
Henrik Rydgård 104bf3915e Merge pull request #12956 from unknownbrackets/project
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
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.
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.
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.
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.
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.
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
Headless: Fix flash0/font path
2020-05-23 23:18:43 +02:00
Henrik Rydgård 28542c0e1b Merge pull request #12954 from unknownbrackets/debugger
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.
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.
To facilitate refactoring/searching files better.
2020-05-23 13:09:52 -07:00
Unknown W. Brackets 86c0418f14 Headless: Fix flash0/font path.
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.
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.
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
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.
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.
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
[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
required for Sony EyeToy
2020-05-22 15:50:01 +03:00
Henrik Rydgård c861bc0d7c Merge pull request #12947 from unknownbrackets/wasapi-format
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
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
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.
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.
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.
Matches tests against firmware.
2020-05-21 22:16:13 -07:00
Unknown W. Brackets d7ad43b1d9 Io: Cleanup access bits for files.
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