Unknown W. Brackets
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ee749804fc
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Debugger: Note GPU block transfer src as well.
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2021-04-03 18:11:44 -07:00 |
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Unknown W. Brackets
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aa89ed5111
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Debugger: Include source tag in memcpys.
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2021-04-03 18:11:44 -07:00 |
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Unknown W. Brackets
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13ec384dbe
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Build: Explicitly include ppsspp_config.h.
This adds it to all files that use it. Not all our builds include the
file.
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2021-03-02 21:04:03 -08:00 |
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Henrik Rydgård
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2f3bc2d373
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Merge pull request #14056 from unknownbrackets/debugger-mem
Track memory allocations and writes for debug info
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2021-02-21 10:18:11 +01:00 |
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aliaspider
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9a3e5879bb
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Global: Correct many endian types and casts.
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2021-02-18 22:25:24 -08:00 |
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Unknown W. Brackets
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a590671e8c
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GPU: Cleanup comment.
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2021-02-15 15:01:23 -08:00 |
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Unknown W. Brackets
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88e2b9b740
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Debugger: Notate memset tags directly.
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2021-02-15 15:01:23 -08:00 |
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Unknown W. Brackets
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f7740edc6d
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Debugger: Add more metadata for memory usage.
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2021-02-15 15:01:21 -08:00 |
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Unknown W. Brackets
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e85a8b0f5b
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Global: Cleanup class init order warnings.
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2021-02-15 11:59:45 -08:00 |
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Unknown W. Brackets
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f32f89dd90
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Global: Remove some unused variables.
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2021-02-15 11:59:45 -08:00 |
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Unknown W. Brackets
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30b6f1f865
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Merge pull request #14043 from unknownbrackets/vertexjit-abi
vertexjit: Correct saved registers on x64
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2021-01-31 15:38:00 -08:00 |
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Unknown W. Brackets
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cc4d0479bf
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Core: Assert debug stats remain positive.
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2021-01-31 15:06:11 -08:00 |
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Unknown W. Brackets
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f2ad47512b
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Ge: Restore saved context when ending a list.
Otherwise another list queued by a Head push could use the wrong context
data. See #13346.
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2021-01-31 00:28:42 -08:00 |
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Henrik Rydgård
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e0aa187161
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UWP: Fix dialog rendering (PPGe).
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2020-12-20 12:11:02 +01:00 |
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Henrik Rydgård
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f3ebd6553d
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Turn off vertex range culling in bezier/spline calls.
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
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2020-12-13 16:04:16 +01:00 |
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Henrik Rydgård
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0c66f6c6d0
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Assorted drive-by code cleanup
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2020-12-13 00:20:47 +01:00 |
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Henrik Rydgård
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6310af25fa
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Get shader color write masking going on all backends.
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2020-11-08 23:45:47 +01:00 |
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Henrik Rydgård
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d9ee06a60d
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Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it.
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2020-11-07 10:51:54 +01:00 |
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Henrik Rydgård
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821817e6d4
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Move the profiler to Common
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2020-10-04 11:42:16 +02:00 |
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Henrik Rydgård
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536d881626
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Very minor optimization (divisions by constants are faster unsigned)
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2020-09-29 00:36:29 +02:00 |
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Henrik Rydgård
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054acf768c
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Don't cache time in a variable.
A little weirdness in the code that has stuck around for a long, long
time. It's really not necessary and mostly just confusing.
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2020-09-24 23:52:43 +02:00 |
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Henrik Rydgård
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4cfafb4605
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Some GPU code cleanup. Disable some unnecessary reporting.
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2020-09-24 23:01:23 +02:00 |
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Henrik Rydgård
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b8ab04f53d
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Remove some reporting that's normally just the result of garbage-as-display-list-execution.
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2020-09-22 21:57:51 +02:00 |
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Henrik Rydgård
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277333682f
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GPU debug stats: Show how many bytes of texture data we hash per frame
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2020-09-20 22:09:29 +02:00 |
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Henrik Rydgård
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3093b9c7bf
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Share GPUS stats formatting code between the backends (easier to add new stats)
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2020-09-20 22:09:25 +02:00 |
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Henrik Rydgård
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ccc0331279
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Move timeutil to Common. (Experiment to see how much work it is to move these).
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2020-08-15 20:53:08 +02:00 |
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Unknown W. Brackets
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b8342fb8ec
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SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
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2020-08-10 08:04:05 +00:00 |
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Unknown W. Brackets
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1dc5ee424b
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SaveState: Split out Do types to reduce headers.
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2020-08-10 08:03:44 +00:00 |
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Unknown W. Brackets
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4b4e3432cd
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SaveState: Split Do() into a separate header.
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2020-08-10 08:03:41 +00:00 |
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Henrik Rydgård
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d57edfbdac
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Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
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2020-08-03 23:17:22 +02:00 |
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Unknown W. Brackets
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b6e98374d3
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UI: Fix consistency in vsync setting for iOS.
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2020-07-24 21:05:28 -07:00 |
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Henrik Rydgård
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c5e0b799d9
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Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
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2020-07-19 20:33:25 +02:00 |
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Henrik Rydgård
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6560192d8e
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Support full VSync control in SDL OpenGL.
(Not yet Qt).
Forgot about iOS
SDL headless buildfix
Additional iOS buildfix
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2020-07-19 12:07:16 +02:00 |
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Henrik Rydgård
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f0550a6ded
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Exclude a couple more commands from re-execution in ReapplyGfxState. See
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2020-05-24 16:30:37 +02:00 |
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Unknown W. Brackets
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921b9b89d6
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GPU: Don't reapply LoadClut each frame.
Definitely don't need to reapply this one.
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2020-05-24 00:12:41 -07:00 |
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Unknown W. Brackets
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5507116d3f
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Ge: Check stack depth based on args struct size.
Matches tests against firmware.
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2020-05-21 22:16:13 -07:00 |
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Henrik Rydgård
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52a3c2248d
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Move the check from #12908 into the firmware version check.
The original change took care of #11660, let's hope it stay fixed. This fixes
Toca (#12936).
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2020-05-20 11:47:55 +02:00 |
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Unknown W. Brackets
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5a5af3871f
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GPU: Fix an overflow loading old save states.
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2020-05-16 23:49:45 -07:00 |
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sum2012
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fbc2bf116d
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oop
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2020-05-16 21:42:27 +08:00 |
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sum2012
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54ffe9b235
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Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256"
Fix #11660
based from
f9a116f78a
the varable name is differcult from jpcsp,so that I translate wrong.
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2020-05-16 21:34:55 +08:00 |
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Unknown W. Brackets
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22e46b51c2
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GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
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2020-05-13 18:15:04 -07:00 |
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sum2012
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c7e58a79e3
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Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
thanks gid15
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2020-05-12 21:30:25 +08:00 |
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Unknown W. Brackets
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30ede8240c
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GPU: Move hw transform decision to draw engine.
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2020-04-04 11:14:32 -07:00 |
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Henrik Rydgård
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a19ba6d472
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New heuristic for getting rid of unnecessary "antialias-lines".
Should fix #12558, while keeping the other aa line issues also fixed.
Heuristic derived from discussions in #12558 and #6483.
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2020-03-10 00:49:16 +01:00 |
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Unknown W. Brackets
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3ce9483d24
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Headless: Prevent crash running graphics tests.
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2020-03-08 11:10:16 -07:00 |
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Unknown W. Brackets
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3c1e8abcfe
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GPU: Centralize vsync interval logic.
We already do unthrottle checking here.
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2020-02-29 22:27:00 -08:00 |
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Unknown W. Brackets
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c87d5a637b
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GPU: Forget pause signal on new list.
Otherwise, when the list gets executed again, we just pause it when it
finishes instead of letting it finish properly.
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2019-07-07 13:10:28 -07:00 |
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Unknown W. Brackets
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8cd5a1bd93
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GLES: Update proj matrix on viewport change.
This is necessary because, for large (or negative) viewports, we adjust it
to account for what GL cannot do. Fixes #12115.
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2019-06-23 16:47:44 -07:00 |
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Henrik Rydgard
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11c8450f19
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Only gate really expensive block transfers behind the setting.
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2019-02-08 14:50:47 +01:00 |
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Unknown W. Brackets
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8a7ec4fc19
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GPU: Fix curve breakage due to cull flipping.
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2018-12-16 13:00:36 -08:00 |
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