Henrik Rydgård
e6403d7157
Split GetPointer into two versions, to help with const correctness
2022-07-24 13:26:19 +02:00
Unknown W. Brackets
c15c4a6967
UI: Add analog speed limit mapping.
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Only shows up as a setting if mapped, to avoid cluttering settings.
2022-07-04 19:14:05 -07:00
Unknown W. Brackets
a60d27a4f3
GPU: Fix skip buffer effects rendering.
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Broken by blue-to-alpha changes. Without calling SetRenderFramebuffer, we
were never reconsidering the initial SKIPDRAW_NON_DISPLAYED_FB flag and
all drawing was getting skipped.
2022-05-22 12:24:03 -07:00
Henrik Rydgård
62808b89ef
Fix discrepancy in how the LMODE flag is calculated between VS and FS
2022-05-03 00:06:42 +02:00
Henrik Rydgård
5868cf0f1c
Convert the blueToAlpha bool to a usageFlag. KEEP instead of CLEAR for depth during reinterpret.
2022-04-30 18:17:29 +02:00
Henrik Rydgård
f5e519ed4b
Oops, gotta update the cached framebuffer format in the other drawing paths too
2022-04-30 18:17:17 +02:00
Henrik Rydgård
462972f7ea
Add option to redirect blue to alpha if 565 mode is rendered and mask is 0x0FFFFF.
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This is used by several games to render to the alpha channel of RGBA4444
images, which cannot normally be done directly on the PSP.
Can be used as a far more efficient replacement for
ReinterpretFramebuffers/ShaderColorBitmask
2022-04-30 18:17:16 +02:00
Henrik Rydgård
7be86264d0
Move framebufFormat to gstate_c, so we can override it
2022-04-30 18:16:09 +02:00
Henrik Rydgård
1bbaba4103
Fix some NEON code that had bad compile-time checks (and some didn't compile)
2022-04-15 00:54:44 +02:00
Henrik Rydgård
a68ddd0a8d
Merge separate NEON functions into the normal functions.
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We no longer support non-NEON ARM.
It's nice also to have the NEON and SSE implementations "close" to each
other, easier to port optimizations back and forth etc.
2022-04-12 23:43:21 +02:00
Henrik Rydgård
d50da7dc55
Don't track small wide-stride block transfers
2022-03-08 19:46:00 +01:00
Unknown W. Brackets
539e2bbbf8
Debugger: Track unchanged VRAM to avoid copy.
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See #15251 , the framedump here reused a VRAM texture for many draws, and
this caused it to recopy the texture over and over again. Use a flag to
skip if possible.
2022-02-20 13:51:40 -08:00
Henrik Rydgård
50350e13ac
Merge pull request #15378 from unknownbrackets/gedebugger-skip
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GE Debugger: Add filter to skip prim calls
2022-02-07 08:52:57 +01:00
Unknown W. Brackets
c66619f7c9
GE Debugger: Add filter to skip prim calls.
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This allows you to cut prims from the scene as desired.
2022-02-06 21:25:33 -08:00
Unknown W. Brackets
80e054b797
Debugger: Avoid write tag lookup on small alloc.
2022-02-06 09:28:48 -08:00
Unknown W. Brackets
459bb83c23
GE Debugger: Allow modify/breakpoint on matrix.
2022-02-06 00:16:35 -08:00
Unknown W. Brackets
4a8d320479
GE Debugger: Flush downcount when changing lists.
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In case you step ahead or similar.
2022-02-05 19:27:25 -08:00
Unknown W. Brackets
be8c74cabe
softgpu: Avoid flush on END.
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We only, but always, flush when exiting list interp in FinishDeferred.
It's not necessary at END, and hurts for simple signals that don't stop
list processing.
2022-01-31 19:32:46 -08:00
Henrik Rydgård
2a82d392e3
Remove double flush in GE_CMD_END
2022-02-01 00:05:32 +01:00
Henrik Rydgård
6d31562ea7
GPUCommon: Remove misleading flag FLUSHBEFORE.
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Fixes the new problem in #13967
Though of course doesn't fix the vertical lines.
2022-01-31 23:57:56 +01:00
Unknown W. Brackets
129a603832
Display: Account for stepping time in graphs.
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Frame times should count that as sleep too.
2022-01-30 11:53:48 -08:00
Henrik Rydgård
1c18c172a1
Merge pull request #15339 from unknownbrackets/softgpu-flags
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Use dirty flags for softgpu state updates
2022-01-24 09:17:37 +01:00
Unknown W. Brackets
511c822312
GPU: Allow relative jumps and calls.
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These are tested in gpu/signals/jumps, so they ought to work.
Doesn't seem like games generally use them, though.
2022-01-23 23:03:30 -08:00
Unknown W. Brackets
76f9103e97
softgpu: Add a table and initial dirty flags.
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Not actually using the dirty flags to skip state, but have moved to
Execute_* functions and everything else like other graphics backends.
2022-01-23 08:08:40 -08:00
Unknown W. Brackets
eb95b99523
GE Debugger: Add option to auto flush.
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This makes it easier to see what's happening in each draw.
2022-01-22 13:12:59 -08:00
Unknown W. Brackets
0ad4502dd2
GPU: Fix bone matrix CALL opt corruption.
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If the matrix number is high and we have extra CALLs, we can't load it
into the memory after the bone matrixes.
2022-01-01 16:40:01 -08:00
Unknown W. Brackets
7edfdd2cdd
GPU: Rename pos/uv w for clarity.
2021-10-30 21:04:00 -07:00
Unknown W. Brackets
b4715e4d88
GPU: Correct w on immediate prim.
2021-10-30 21:01:07 -07:00
Henrik Rydgård
5dab9994b6
Bezier/Spline: Fix logical error (must flush buffered data before we modify submitType).
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Should fix #14774
2021-09-07 23:52:06 +02:00
Henrik Rydgård
928bc88b01
Rename Unthrottle to Fast-forward globally
2021-08-18 09:28:13 +02:00
Unknown W. Brackets
8a8328c431
Common: Move ColorConv to a more appropriate place.
2021-05-01 11:20:05 -07:00
Unknown W. Brackets
e1e830c3b0
Debugger: Include src tag in Memory::Memcpy.
2021-04-03 18:14:59 -07:00
Unknown W. Brackets
ee749804fc
Debugger: Note GPU block transfer src as well.
2021-04-03 18:11:44 -07:00
Unknown W. Brackets
aa89ed5111
Debugger: Include source tag in memcpys.
2021-04-03 18:11:44 -07:00
Unknown W. Brackets
13ec384dbe
Build: Explicitly include ppsspp_config.h.
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This adds it to all files that use it. Not all our builds include the
file.
2021-03-02 21:04:03 -08:00
Henrik Rydgård
2f3bc2d373
Merge pull request #14056 from unknownbrackets/debugger-mem
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Track memory allocations and writes for debug info
2021-02-21 10:18:11 +01:00
aliaspider
9a3e5879bb
Global: Correct many endian types and casts.
2021-02-18 22:25:24 -08:00
Unknown W. Brackets
a590671e8c
GPU: Cleanup comment.
2021-02-15 15:01:23 -08:00
Unknown W. Brackets
88e2b9b740
Debugger: Notate memset tags directly.
2021-02-15 15:01:23 -08:00
Unknown W. Brackets
f7740edc6d
Debugger: Add more metadata for memory usage.
2021-02-15 15:01:21 -08:00
Unknown W. Brackets
e85a8b0f5b
Global: Cleanup class init order warnings.
2021-02-15 11:59:45 -08:00
Unknown W. Brackets
f32f89dd90
Global: Remove some unused variables.
2021-02-15 11:59:45 -08:00
Unknown W. Brackets
30b6f1f865
Merge pull request #14043 from unknownbrackets/vertexjit-abi
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vertexjit: Correct saved registers on x64
2021-01-31 15:38:00 -08:00
Unknown W. Brackets
cc4d0479bf
Core: Assert debug stats remain positive.
2021-01-31 15:06:11 -08:00
Unknown W. Brackets
f2ad47512b
Ge: Restore saved context when ending a list.
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Otherwise another list queued by a Head push could use the wrong context
data. See #13346 .
2021-01-31 00:28:42 -08:00
Henrik Rydgård
e0aa187161
UWP: Fix dialog rendering (PPGe).
2020-12-20 12:11:02 +01:00
Henrik Rydgård
f3ebd6553d
Turn off vertex range culling in bezier/spline calls.
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When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
0c66f6c6d0
Assorted drive-by code cleanup
2020-12-13 00:20:47 +01:00
Henrik Rydgård
6310af25fa
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
Henrik Rydgård
d9ee06a60d
Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it.
2020-11-07 10:51:54 +01:00