Commit Graph

84 Commits

Author SHA1 Message Date
Unknown W. Brackets
cebcfb1bbd GPU: Use old frame when presenting a skip.
If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Unknown W. Brackets
8a7ec4fc19 GPU: Fix curve breakage due to cull flipping. 2018-12-16 13:00:36 -08:00
Unknown W. Brackets
c32ffa1db0 GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Unknown W. Brackets
395ac32d63 Debugger: Run memory breakpoints on mobile. 2018-06-06 17:31:56 -07:00
Henrik Rydgård
4cf5999bc8 Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible. 2018-03-05 12:28:10 +01:00
Henrik Rydgård
a8a34fef9c Virtualize CheckGPUFeatures 2018-02-26 11:35:37 +01:00
Unknown W. Brackets
8ccf32af47 Headless: Fix crash with null GPU. 2017-11-14 22:33:56 -08:00
Henrik Rydgård
26e52ca5e8 Get rid of a bunch of sync stuff that's no longer needed. 2017-11-05 23:21:49 +01:00
Unknown W. Brackets
d6506b3d59 GPU: Consider bbox failed with zero verts.
This seems to match behavior in tests.
2017-08-20 13:30:10 -07:00
Unknown W. Brackets
4a56e6ff83 GE Debugger: Fix recording in softgpu. 2017-06-04 10:38:58 -07:00
Henrik Rydgard
0d1d6f98e4 Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
Henrik Rydgard
e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Unknown W. Brackets
92d930887f Android: Add both a lost and restore phase.
Lost = delete, restore = create.  Let's stick to never overlapping.

May help #8912.
2016-09-10 21:58:42 -07:00
Henrik Rydgard
5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
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
Henrik Rydgard
f3b0562bd8 Improve viewport terminology a bit. No functional change. 2015-11-04 22:03:29 +01:00
Henrik Rydgard
2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard
cde585a29a Include dependency cleanup 2015-07-29 11:48:20 +02:00
Henrik Rydgård
6fee2b456c GPU classes: Replace "virtual" with "override" for free function type checking 2015-07-25 14:23:02 +02:00
Unknown W. Brackets
e1d2e72480 Add block transfer to null gpu.
For tests, better to have it here.
2014-08-30 22:14:58 -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
Henrik Rydgard
16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets
fc3b3449ed Enable frameskipping in the null gpu.
In case it's used (I used it to check cpu-only perf on Android.)
2013-11-14 23:37:48 -08:00
Henrik Rydgard
5c8a74d911 Stencil rectangle clears: Take the value from the second vertex. 2013-10-10 21:36:32 +02:00
Henrik Rydgard
424b4cbd5f Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet) 2013-09-24 14:14:04 +02:00
Unknown W. Brackets
6ffbf3964a Use the right vertex/index addr in NullGpu. 2013-09-21 18:56:26 -07:00
Unknown W. Brackets
7ca64374ea Return 24-bit floats in sceGeGetMtx(). 2013-09-21 10:32:09 -07:00
Unknown W. Brackets
2e8b475789 Don't ignore the low bits of the framebuf pointer. 2013-09-07 02:01:01 -07:00
Unknown W. Brackets
5ab04a3076 Centralize CLUT handling form gstate values. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets
0a217a1254 Use accessors better for block transfers. 2013-08-24 11:34:36 -07:00
Unknown W. Brackets
90affa2203 Remove very questionable DrawSync override. 2013-08-17 09:53:10 -07:00
Unknown W. Brackets
450e4c7fea Factor out event queue logic to a template mixin. 2013-08-10 03:33:09 -07:00
Unknown W. Brackets
5e363bcbd2 Don't allow gpu->Flush() to be called publicly. 2013-08-09 22:57:54 -07:00
Unknown W. Brackets
02e301e5fe Add a simple message event system to the GE.
With this, the CPU thread feature now mostly works.
2013-08-09 22:41:31 -07:00
Unknown W. Brackets
89349eae7e Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00
Henrik Rydgard
50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
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