Commit Graph
39166 Commits
Author SHA1 Message Date
Henrik Rydgård 2c2b33649f Merge pull request #10637 from unknownbrackets/gl-aligned
GLES: Fix texture scaling
2018-02-23 23:31:04 +01:00
Unknown W. Brackets 506dfcb916 GLES: Fix texture scaling.
Oops, and I had broken it again.
2018-02-22 19:58:52 -08:00
Henrik Rydgård 898742034e Merge pull request #10636 from KentuckyCompass/ios-shutdown
iOS: fix hang on exit
2018-02-22 14:04:32 +01:00
Kentucky Compass 149ca17df6 iOS: fix hang on exit 2018-02-22 03:04:32 -08:00
Henrik Rydgård 8d80fe0397 Merge pull request #10630 from unknownbrackets/gl-aligned
GLES: Fix unpack misalignment, remove old Qt texture func
2018-02-19 22:34:24 +01:00
Unknown W. Brackets 4b8d8c875d Qt: Remove old texture debug API.
No one's testing it and it's not the best way.  We have a better
implemented API and should use it instead.
2018-02-19 09:09:35 -08:00
Unknown W. Brackets ecd1a04e44 GLES: Fix unpack misalignment, Qt debugger freeing.
We no longer use unpack, so we should always decode to w not bufw.
2018-02-19 09:02:22 -08:00
Henrik Rydgård 8fcaa651a5 Merge pull request #10627 from unknownbrackets/gl-aligned
GLES: Properly free when upscaling textures
2018-02-19 10:08:41 +01:00
Unknown W. Brackets 438951f844 GLES: Properly free when upscaling textures.
Oops.  Fixes crash introduced by #10603.
2018-02-18 19:03:31 -08:00
Henrik Rydgård 78449ce675 Merge pull request #10624 from unknownbrackets/texcache
TexCache: Decimate CLUT variants more often
2018-02-18 22:02:18 +01:00
Unknown W. Brackets e97046da4e TexCache: Decimate aggressively with many variants.
It should be safe to decimate after fewer frames with a threshold like
this.
2018-02-18 12:29:14 -08:00
Unknown W. Brackets d61fd5f6a6 TexCache: Decimate CLUT variants more often.
When creating a new texture, we determine if it has CLUT variants and
decimate more often.
2018-02-18 12:29:01 -08:00
Unknown W. Brackets 864eb5dcad Merge pull request #10611 from hrydgard/vulkan-android-task-switch
Fix issue with Vulkan task switching and resolution changes on Android.
2018-02-13 02:05:02 +00:00
Henrik Rydgård 926b3873df Fix issue with Vulkan task switching and resolution changes on Android. 2018-02-12 17:47:31 +01:00
Henrik Rydgård 038d8b7f3e Merge pull request #10610 from hrydgard/postshader-gl-fixes
GL: Fix issues with switching postprocessing shaders, image cutoff at certain resolution combinations
2018-02-12 14:54:37 +01:00
Henrik Rydgård 7421f2aff6 Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution 2018-02-12 14:10:54 +01:00
Henrik Rydgård 88e8229159 GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer) 2018-02-12 14:01:52 +01:00
Henrik Rydgård 9e75358cd0 Oops, didn't mean to update the submodules backwards (remains from a bisect) 2018-02-12 11:50:55 +01:00
Henrik Rydgård 1b9c2f26f9 Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali 2018-02-12 11:46:19 +01:00
Henrik Rydgård 4e5fb6e286 Merge pull request #10606 from unknownbrackets/gl-shutdown
GLES: Fix shutdown while stepping
2018-02-12 00:20:43 +01:00
Unknown W. Brackets 17bcb080f0 GLES: Fix shutdown while stepping. 2018-02-11 15:19:16 -08:00
Henrik Rydgård 39710510ee Merge pull request #10604 from unknownbrackets/gl-buffers
GLES: Use mapped device memory when possible
2018-02-12 00:16:21 +01:00
Unknown W. Brackets be0ab58365 GLES: iOS buildfix. 2018-02-11 14:38:36 -08:00
Unknown W. Brackets 5f1cd19687 GLES: Android buildfix. 2018-02-11 13:17:08 -08:00
Unknown W. Brackets 20b532fc71 GLES: Use buffer storage and explicit flush.
This is just as fast as using glMapBufferRange on desktop.
2018-02-11 13:14:28 -08:00
Unknown W. Brackets 7179e408da GLES: Free localMemory later.
It was still in use sometimes as of MapDevice(), so this is safer.
2018-02-11 12:35:33 -08:00
Unknown W. Brackets edcd2f966a GLES: Use buffer range mapping where appropriate. 2018-02-11 12:35:33 -08:00
Unknown W. Brackets 9eb51a6a36 GLES: Use mapped device memory when possible. 2018-02-11 12:35:32 -08:00
Unknown W. Brackets adbd8d005c Cheats: Fix a debug assertion. 2018-02-11 12:35:31 -08:00
Henrik Rydgård 4ccf30d0a8 Merge pull request #10605 from unknownbrackets/gl-shutdown
GLES: Wait for queue idle properly
2018-02-11 21:11:20 +01:00
Unknown W. Brackets df5144b94c iOS: Attempt to fix shutdown race condition.
Not really tested, but should be necessary...
2018-02-11 11:47:15 -08:00
Unknown W. Brackets cdf378d20c GLES: Prevent race condition on shutdown.
emuThreadState might become STOPPED before the last frame has been run,
which can cause WaitUntilQueueIdle to hang.

It's simpler just to wait until StopThread() is called, since it now is.
This will line up properly with run_.
2018-02-11 11:40:11 -08:00
Unknown W. Brackets fcc2b59c57 GLES: Wait for queue idle properly.
Need to wait for anything ready for run.  Not everything will have been
submitted.
2018-02-11 11:30:38 -08:00
Henrik Rydgård c6a9c884bf Merge pull request #10603 from unknownbrackets/gl-render-manager
Fix OpenGL on Windows XP
2018-02-11 17:39:27 +01:00
Unknown W. Brackets 0474ff5c23 GLES: Use aligned memory for textures.
We use SSE on them, and they used to be aligned, and must be aligned in
PSP RAM, so keep them aligned.

This only really affects 32-bit, since allocs will typically be aligned on
64-bit anyway.

Fixes #10601.
2018-02-11 08:13:57 -08:00
Unknown W. Brackets 0e2a586c1b Global: Fix some type comparison/shadow warnings. 2018-02-11 07:03:23 -08:00
Henrik Rydgård 813c376aed Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update 2018-02-11 13:39:04 +01:00
Henrik Rydgård 030de0ad0b Merge pull request #10599 from unknownbrackets/gl-render-manager
Fix yet more shutdown shenanigans
2018-02-11 09:07:40 +01:00
Unknown W. Brackets 9a40a5971b GLES: Prevent crash on screenshot without buffers.
It still fails for some reason, but that's better than a segfault.
2018-02-10 16:55:53 -08:00
Unknown W. Brackets d496b4da9a Windows: Allow GL thread on graphics restart.
Unfortunately, it no longer works to go Vulkan -> OpenGL, and used to...
2018-02-10 16:55:52 -08:00
Unknown W. Brackets 586e35ad23 Windows: Prevent shutdown lag for non-GL.
For Vulkan/D3D, it was taking an extra second to quit.
2018-02-10 16:55:51 -08:00
Unknown W. Brackets a85a88e112 SDL: Apply shutdown race condition fix. 2018-02-10 16:55:50 -08:00
Unknown W. Brackets 48b4a5f378 Android: Fix race condition on shutdown. 2018-02-10 16:55:48 -08:00
Unknown W. Brackets 2bec3bf3ac Windows: Trigger StopThread() on shutdown.
Otherwise, we end up hanging in the loop waiting for emuThreadState to
become STOPPED.  It actually has, but ThreadFrame() will block until a new
frame is queued... while will never happen, because the emuthread has
stopped.
2018-02-10 16:55:44 -08:00
Henrik Rydgård 3c93eaf164 GL: Fix clearing alpha on stencil uploads. 2018-02-10 17:18:18 +01:00
Henrik Rydgård d9af90e016 SDL: Fix issue with vulkan-to-opengl fallback 2018-02-10 09:09:13 +01:00
Henrik Rydgård 081e15d1c8 Windows: Consistently shutdown the main thread after exiting the message loop. 2018-02-10 09:06:43 +01:00
Henrik Rydgård 8ad5b499a9 Improve assert messages in VulkanRenderManager (minor) 2018-02-10 08:58:33 +01:00
Henrik Rydgård 39fd77b357 Merge pull request #10596 from hrydgard/further-gl-fixes
Further GL fixes
2018-02-08 17:15:36 +01:00
Henrik Rydgård 625595c6cc For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally.. 2018-02-08 16:59:03 +01:00