Commit Graph
114 Commits
Author SHA1 Message Date
Unknown W. Brackets 6151f8ef9f Allow taking screenshots with a clamped size.
Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Unknown W. Brackets e95b2cf0d5 Reduce some repetitive code. 2016-04-10 13:07:08 -07:00
Unknown W. Brackets 1e0051a792 Add support for 32-bit indices.
Not clear how often these are used by games.  Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard 83d564f883 Fix a potential crash in SoftGpu (crash logs seem to point here) 2016-04-09 18:27:35 +02:00
Henrik Rydgard 5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
Unknown W. Brackets caea1da99a softgpu: Flip vertically in the Vulkan backend. 2016-03-21 07:17:38 -07:00
Unknown W. Brackets 62af4fe48b softgpu: Prevent leaking thin3d buffers. 2016-03-21 00:04:02 -07:00
Henrik Rydgard 29bc07eb0a SoftGPU with Vulkan runs but displays black 2016-03-20 20:04:49 +01:00
Henrik Rydgård 54a37f9bb8 Merge pull request #8591 from unknownbrackets/thin3d
Use thin3d for softgpu drawing (+thin3d improvements)
2016-03-20 18:06:53 +01:00
Henrik Rydgard c8457d39ed Fix a bunch of compiler warnings, delete some unused code 2016-03-13 15:17:31 +01:00
Unknown W. Brackets 818a0d846a d3d9: Correct for half-pixel offset in softgpu. 2016-02-13 14:52:35 -08:00
Unknown W. Brackets f84ebdc3e4 thin3d: Use floats directly for 4x4 matrices. 2016-02-13 14:50:06 -08:00
Unknown W. Brackets 05fee24ccf thin3d: Add sampler state selection. 2016-02-13 14:03:43 -08:00
Unknown W. Brackets 0d68a172a9 softgpu: Draw using thin3d.
This way it ought to work for all backends.
2016-02-13 14:03:37 -08:00
Unknown W. Brackets b33e39788f d3d9: Use thin3d for reporting info. 2016-02-13 10:53:28 -08:00
Unknown W. Brackets 51a4ba9950 softgpu: Support screen scaling filter.
No reason it has to be nearest, we have an option for that.
2016-01-17 23:47:42 -08:00
Unknown W. Brackets 1a2c7ea487 softgpu: Recreate VAO on device lost. 2016-01-17 23:33:59 -08:00
Unknown W. Brackets bf536e56f5 softgpu: Use common GLSL creation code.
This ought to handle leaving the app on Android, for example.  Not that
tons of Android users are using softgpu...
2016-01-17 23:33:58 -08:00
Unknown W. Brackets f60aef2e16 Add a more specific interface for video frames.
Since we know more about them.  No functional change yet.
2016-01-17 12:57:26 -08:00
Unknown W. Brackets c6ffed6484 gedbg: Add mechanics to grab CLUT buffer. 2016-01-10 09:25:19 -08:00
Unknown W. Brackets 3e173d14bd Oops, unset VAO in softgpu after use.
It can bleed over and cause UI to not render properly.
2015-12-30 10:25:47 -08:00
Unknown W. Brackets 0485f1bd96 softgpu: Use a VAO for copying to screen. 2015-12-19 09:18:32 -08:00
Henrik Rydgard f3b0562bd8 Improve viewport terminology a bit. No functional change. 2015-11-04 22:03:29 +01:00
LunaMooandLuna 71a0928d6b Flip display layout editor coordinates to match #8130:) 2015-11-03 00:28:47 +01:00
LunaMooandLuna ae1cf1d85d Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Henrik Rydgard ab3468ea02 Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h 2015-09-06 13:45:17 +02:00
Henrik Rydgard 72ae497350 Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP. 2015-09-06 12:42:15 +02:00
Unknown W. Brackets 33d8c3c1af Don't report software clut zeroing.
This has been tested, no need to report anymore.
2015-06-21 12:25:38 -07:00
Henrik Rydgård 00e57b1483 Merge pull request #7808 from hrydgard/savedata-screen
Savedata management screen
2015-06-12 23:18:25 +02:00
Henrik Rydgard b56f21e4f0 More savedata UI polish 2015-06-12 14:46:34 +02:00
Henrik Rydgard f356b0c644 Minor swrast opt 2015-06-11 20:23:53 +02:00
Henrik Rydgard 8ec48507f1 Software rasterizer: Fix skinning transforms 2015-06-11 17:00:44 +02:00
Henrik Rydgard 7e2f37abc1 Update native with profiler fix. Profile the SW rast a little. 2015-06-11 12:44:45 +02:00
Henrik Rydgard 95b6b50fd5 Disable screen rotation in non-buffered rendering (as it won't worK) 2015-05-12 22:44:18 +02:00
Unknown W. Brackets 1e8f2c2630 Allow clut load outside valid mem, fill with zero.
And only for the parts outside memory.
2015-04-12 22:38:17 -07:00
Henrik Rydgard db110d60a1 Rename some colorconv functions 2015-04-08 23:01:17 +02:00
Henrik Rydgard 31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
Henrik Rydgard cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard 4d1c1e41f3 Optimize and consolidate color conversion a bit 2015-01-20 17:32:55 +01:00
Henrik Rydgard 2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
Unknown W. Brackets f311d4008d Leave VBOs and index buffers bound for reuse. 2015-01-11 17:03:45 -08:00
Lioncash dc436aebe8 GPU: Get rid of unused variable warnings 2014-12-12 09:29:41 -05:00
Unknown W. Brackets 337b34ef6a Eat cycles during block transfers.
Tests show this takes a number very close to 1.9 times the number of bytes
in cycles @222.

Using that value caused a tiny fps drop in one area of the God of War
demo, which may be correct but might also cause complaints.  A lot of our
other timing is not accurate, so using a lower value (1.6) to be on the
safer side.

This may cause things to reschedule more accurately when games drawsync,
and improves the gpu/commands/blocktransfer test.
2014-08-30 22:02:28 -07:00
Unknown W. Brackets eaf3288304 Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
Unknown W. Brackets adee76cd62 Add a matching PerformMemoryUpload().
Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00
Unknown W. Brackets 089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets 1433b98c46 Clean up the framebuffer force downloads. 2014-05-31 10:03:03 -07:00
Unknown W. Brackets 8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets 8275f613ce UpdateMemory() now returns whether to skip the cpy.
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets 4cc4cfed4c Note that VADDR/IADDR are not updated on PRIM.
Even though they do increase the addresses, they don't affect the CMD
registers.

Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00