Henrik Rydgard
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98daf18d56
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Add skeleton code for Windows multitouch, to be filled in by someone who can test :P
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2013-04-16 21:14:46 +02:00 |
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Unknown W. Brackets
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f86e01707f
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Use a struct for the GE stack entries, cleaner.
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2013-04-15 23:06:56 -07:00 |
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Unknown W. Brackets
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7b184602df
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Remember the GE offset in the stack on call/ret.
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2013-04-15 22:20:49 -07:00 |
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Henrik Rydgard
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ea11c36091
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Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
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2013-04-15 22:57:54 +02:00 |
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Henrik Rydgard
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cbbc4e2c9e
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Reset gstate_c.offsetAddr on RET. Fixes some "CALL to illegal address"
(as seen in Flatout for example).
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2013-04-15 22:24:30 +02:00 |
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Unknown W. Brackets
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e45bd32c61
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Fix incorrect GPU timing with signal jumps.
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2013-04-12 08:57:30 -07:00 |
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Unknown W. Brackets
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6cbd1b5205
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Fix typo, add back state to savestate.
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2013-04-09 02:18:09 -07:00 |
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Unknown W. Brackets
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957394258c
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Block dlist execution while in virtual progress.
Fixes #1224.
Also, fix drawsync late by a GPU cycle, so interrupts line up.
It would break at least Ys Seven without that.
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2013-04-09 00:56:50 -07:00 |
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Unknown W. Brackets
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210c7b1639
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Slow down the GPU clock estimate.
This makes Fat Princess for example much faster.
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2013-04-07 17:05:12 -07:00 |
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Unknown W. Brackets
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5d017829ad
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Make sure lists aren't reused before they complete.
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2013-04-07 17:05:11 -07:00 |
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Unknown W. Brackets
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57770dbd95
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Delay GPU signals and waits to simulate cycles.
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2013-04-07 17:05:11 -07:00 |
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Unknown W. Brackets
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0ca4e5f0a7
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Implement the jump, call, and ret signals.
Still buggy, but more things show...
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2013-04-06 11:03:43 -07:00 |
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Unknown W. Brackets
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376ad80d76
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Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
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2013-04-06 10:12:41 -07:00 |
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Unknown W. Brackets
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dac448dfae
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Implement the pause signal a bit better.
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2013-04-06 09:59:24 -07:00 |
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Unknown W. Brackets
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8302780e98
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These signals seem to skip the next FINISH, report.
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2013-04-06 08:40:24 -07:00 |
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Unknown W. Brackets
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77311a121d
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Don't listsync until after the signal handler.
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2013-04-06 08:36:03 -07:00 |
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Unknown W. Brackets
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fb26941a27
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Implement sceGeListSync().
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2013-04-06 02:30:38 -07:00 |
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Unknown W. Brackets
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c0f20c2fdd
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If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
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2013-04-06 02:30:37 -07:00 |
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Unknown W. Brackets
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c57954a72e
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Implement sceGeDrawSync().
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2013-04-06 02:30:37 -07:00 |
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Unknown W. Brackets
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832edb0a8f
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Fix some x64 type conversion warnings.
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2013-04-05 20:29:20 -07:00 |
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Unknown W. Brackets
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028cdbea43
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Add some GPU related reporting.
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2013-04-05 01:17:18 -07:00 |
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Unknown W. Brackets
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ef1086413c
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Correct wait signal handling.
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2013-04-05 00:32:35 -07:00 |
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Unknown W. Brackets
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2913bc063a
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Implement sceGeListDeQueue().
Doesn't seem often used, though.
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2013-04-05 00:32:34 -07:00 |
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Unknown W. Brackets
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339b444703
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Switch to a fixed size displaylist queue.
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2013-04-05 00:32:34 -07:00 |
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Unknown W. Brackets
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c986228d12
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Change the state in PSP_GE_SIGNAL_HANDLER_SUSPEND.
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2013-04-05 00:32:33 -07:00 |
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Unknown W. Brackets
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942eadb031
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Always trigger interrupts on signal.
It seems likely the hardware does this.
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2013-04-05 00:32:33 -07:00 |
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Unknown W. Brackets
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7aa6112c24
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Keep a flag to indicate display list bailout.
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2013-04-05 00:32:32 -07:00 |
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Unknown W. Brackets
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7738b42b9c
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Implement sceGeBreak()/sceGeContinue().
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2013-04-04 00:36:43 -07:00 |
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Unknown W. Brackets
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566b88bd63
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Don't actually run sceGeListEnqueueHead right away.
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2013-04-04 00:11:15 -07:00 |
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Unknown W. Brackets
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5336ae814d
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Return more correct values in sceGeDrawSync().
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2013-04-03 23:31:01 -07:00 |
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Unknown W. Brackets
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74441fdc07
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Handle displaylist state more like the PSP.
All these changes from Orphis' hard work. Things still looking good.
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2013-04-03 23:05:54 -07:00 |
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Unknown W. Brackets
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15cb005a60
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Always trigger FINISH and SIGNAL from END.
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2013-04-03 08:16:43 -07:00 |
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Unknown W. Brackets
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cd246d27c3
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Count cycles in the GPU, rough guess at timing.
Doesn't actually do anything yet with the count, though.
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2013-04-03 08:10:58 -07:00 |
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Unknown W. Brackets
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514bf93bf9
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Don't trigger an interrupt when cb = -1.
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2013-04-03 08:09:34 -07:00 |
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Unknown W. Brackets
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ec009bc299
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Cleanup a few GPU error codes.
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2013-03-31 23:57:03 -07:00 |
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Unknown W. Brackets
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b8e4c72f04
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Maintain the stack per displaylist, not globally.
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2013-03-31 23:57:03 -07:00 |
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Unknown W. Brackets
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affe91cb3b
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Refactor some GPU methods to return errors.
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2013-03-31 23:57:03 -07:00 |
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Unknown W. Brackets
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0f15a5eae6
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Move the pc-management cmds to GPUCommon.
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2013-03-31 23:57:02 -07:00 |
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Henrik Rydgard
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d4603136f0
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Minor stuff: Fake-implement sceKernelReferThreadProfiler, make sure GPU frame dump logging gets output by not sending it to G3D.
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2013-03-04 22:15:39 +01:00 |
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Xele02
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0fefca672d
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Add 2 step mode for display list : Go to selected line and go to next draw using selected texture
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2013-02-17 21:43:44 +01:00 |
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Xele02
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2a6af9b8a3
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Add displayList debug dialog
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2013-02-17 01:28:43 +01:00 |
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Unknown W. Brackets
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fb7cabcccf
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Fix some missing GPUCommon state.
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2013-02-12 01:06:11 -08:00 |
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Xele02
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381bffaa47
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Remove Qt define
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2013-02-10 18:15:01 +01:00 |
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Xele02
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69b837f18b
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Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
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2013-02-10 17:33:34 +01:00 |
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Unknown W. Brackets
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2a6457b6ab
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Cut down on h files including PointerWrap.
This makes changes to it a bit faster to build.
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2013-02-04 08:26:59 -08:00 |
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Florent Castelli
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8004d360dd
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Interrupt handler reorganization for easier GE interrupt support
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2013-02-04 03:10:01 +01:00 |
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Henrik Rydgard
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00f9c97479
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Seems vertex/index addresses should be computed through the same mechanism as jumps.
Gets rid of bad vertex address messages in Sol Trigger.
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2013-02-02 23:48:22 +01:00 |
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Unknown W. Brackets
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661c7132c4
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Don't check that the pc is valid every single op.
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2013-01-29 08:19:07 -08:00 |
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Henrik Rydgard
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7390f2b5f6
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Some realtime profiling stuff. Enable FZ (flush-to-zero) mode.
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2013-01-11 00:13:39 +01:00 |
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Lewis Robbins
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64ee61a150
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fixed compiling error
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2013-01-10 08:02:55 +00:00 |
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