Commit Graph

40 Commits

Author SHA1 Message Date
Unknown W. Brackets
f8d6bda678 Add a better signal for VRAM copies in the GPU. 2013-06-09 23:55:32 -07:00
Unknown W. Brackets
3c0ed69fd2 Improve GPU invalidation interface, check fonts.
When a font is rendered, tell the GPU about it, but don't rehash.

This not only improves perf (less hashing) but makes font changes more
immediate (no deferred hashing.)  But only if they use sceFont.
2013-05-05 22:52:01 -07:00
Peter Thoman
2212e7f609 Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately 2013-04-30 17:58:05 +02:00
Unknown W. Brackets
b0ce9e934e Split out the GPU vendor and the full detail.
This way we can sort things more easily.
2013-04-29 00:30:54 -07:00
Unknown W. Brackets
5cea38e405 Reporting: catch information about the GPU. 2013-04-29 00:26:43 -07:00
Unknown W. Brackets
1edbfa3212 Use a downcount and fast run loop in the GE. 2013-04-28 14:23:30 -07:00
Unknown W. Brackets
ec009bc299 Cleanup a few GPU error codes. 2013-03-31 23:57:03 -07:00
Unknown W. Brackets
affe91cb3b Refactor some GPU methods to return errors. 2013-03-31 23:57:03 -07:00
Unknown W. Brackets
0f15a5eae6 Move the pc-management cmds to GPUCommon. 2013-03-31 23:57:02 -07:00
Unknown W. Brackets
430139b12a Minimal revert of the GE-related interrupt changes.
Keep most of them, just revert using getList() which isn't cutting it
right now.  Fixes #595.
2013-02-10 02:03:02 -08:00
Florent Castelli
8004d360dd Interrupt handler reorganization for easier GE interrupt support 2013-02-04 03:10:01 +01:00
Henrik Rydgard
510f1ac3f4 Some misc GE constant renames / disasm 2013-02-02 13:40:26 +01:00
Henrik Rydgard
0769a1d3e8 I think I finally understood how origin-relative GE jumps are supposed to work. 2013-02-02 13:38:34 +01:00
Unknown W. Brackets
661c7132c4 Don't check that the pc is valid every single op. 2013-01-29 08:19:07 -08:00
Henrik Rydgard
d1b3fd0e49 Better window resize handling 2013-01-27 00:15:39 +01:00
Unknown W. Brackets
3861ce0376 Use sceKernelDcacheWritebackAll() as a hint only. 2013-01-05 17:07:19 -08:00
Unknown W. Brackets
97bdaf5dd2 Add support for selecting the GE callback per list.
Not sure if interrupts are right, but this should be more right.
2012-12-29 15:55:05 -08:00
Florent Castelli
36a71eafd0 Move InterpretList and ProcessDLQueue to GPUCommon 2012-12-29 03:11:36 +01:00
Florent Castelli
6eec4f5d7f Move display list management to common GPU class 2012-12-29 03:11:35 +01:00
Henrik Rydgård
e2cc226d0d Just some cleanup of GPU code 2012-12-28 20:54:00 +01:00
Henrik Rydgård
57b4d658cc Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
2012-12-27 23:38:55 +01:00
Henrik Rydgård
d95dbca9be Cleanup GPU init/shutdown a bit 2012-12-25 22:42:19 +01:00
Unknown W. Brackets
d378b1c324 Deallocate properly in shutdown, not in init. 2012-12-24 01:41:15 -08:00
Unknown W. Brackets
2736012719 Cleanup some state on reset in the GPU code. 2012-12-23 23:12:53 -08:00
Henrik Rydgard
252845ecb6 Bugfix, remove hack 2012-12-21 23:55:19 +01:00
Henrik Rydgard
e42af096c8 Merge 2012-12-21 23:43:48 +01:00
Henrik Rydgard
4c23d668e1 Cleanup and reorganize gpu code a little 2012-12-21 16:50:14 +01:00
Unknown W. Brackets
9034cfbfd3 Defer HLE interrupts, vblank only when enabled.
Based on tests, vblank doesn't queue up (makes sense) while
interrupts are disabled.

I'm not 100% sure about the GPU stuff but it seems to only come
from HLE via sceGe, so this should fix those return values.
2012-12-20 21:54:40 -08:00
Henrik Rydgard
980d13fe50 Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup. 2012-11-28 13:45:22 +01:00
Henrik Rydgard
870ea6628b Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working). 2012-11-26 17:35:08 +01:00
Sacha
5019462317 iOS Support
Preliminary iOS support using new framework.
2012-11-26 14:06:35 +10:00
Sacha
3c903dda24 Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes. 2012-11-26 13:25:14 +10:00
Florent Castelli
56175bc505 Defer blend, cull and depth test changes to draw command
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard
f378f959e1 Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices. 2012-11-20 10:59:23 +01:00
Henrik Rydgard
91e1cce17e Some reorg in preparation for FBO work 2012-11-19 21:23:29 +01:00
Henrik Rydgard
5596b98529 Get rid of opengl include from sceDisplay.cpp 2012-11-18 13:14:22 +01:00
Henrik Rydgard
e37a1fb1d3 Add internal 2D drawing library that goes through the Ge emulation for portability.
To be used for things like sceUtility* and other overlays like FPS and stats.
2012-11-18 13:04:49 +01:00
Henrik Rydgard
08ea2cacf2 Copy base ptr fixes to nullgpu 2012-11-09 17:54:08 +01:00
Henrik Rydgard
8a082f91cc Ge Callbacks seem to be working now. 2012-11-06 18:14:09 +01:00
Henrik Rydgard
85d5cfd8c4 Add more proper "Null" GPU 2012-11-06 17:05:27 +01:00