Commit Graph

367 Commits

Author SHA1 Message Date
Unknown W. Brackets
3ca014858f Display: Flip at least once every 10 frames.
If we don't do this, the FPS doesn't update, and on some platforms, we
never read input.  This can basically mean that PPSSPP will hang.
2016-08-06 16:32:57 -07:00
Henrik Rydgard
2251c9c8f7 Help #8816 by partially reverting #8753. Does not match the tests though. Firmware difference? 2016-07-24 22:12:17 +02:00
Unknown W. Brackets
842e450965 Display: Correct default brightness, add reporting.
Not sure if any games use hold/resume in a way that ought to work.
Display didn't seem to react to them being called.
2016-05-16 22:33:50 -07:00
Unknown W. Brackets
d0dc03f359 Display: Wait for vblank when setting mode.
Some games call this even when not needed, and it turns out to have an
important behavior.
2016-05-16 22:02:21 -07:00
Unknown W. Brackets
9ed604f9c8 Display: Return 1 during the vsync period.
Timing is based on manual tests, where the vsync signal is near the end of
the vblank.  Curiously, it stops right before the vblank stops, reliably.
2016-05-15 23:46:46 -07:00
Unknown W. Brackets
597824eec6 Display: Add validation/report to set mode.
This seems to be involved in using the video out cable, but fails for
anything but these fixed parameters in normal situations.
2016-05-15 22:16:31 -07:00
Unknown W. Brackets
5e8e2d5e56 Display: Allow only immediate address changes.
It seems you must latch a change to stride/fmt first, which basically
makes sense.  Otherwise it would revert, I suppose.
2016-05-15 16:42:25 -07:00
Unknown W. Brackets
249a85b7e0 Display: Validate framebuf parameters. 2016-05-15 16:38:00 -07:00
Unknown W. Brackets
44cee09adc Dsiplay: Initialize the framebuf params better. 2016-05-15 16:29:58 -07:00
Unknown W. Brackets
958d7f0944 Display: Record bufw/fmt even when display is off.
These are returned by sceDisplayGetFrameBuf().
2016-05-15 15:55:04 -07:00
Unknown W. Brackets
26e9acee4b Display: Skip transitions between off/on in FPS.
We're just trying to detect frequent flips, so off/on doesn't play into
it.
2016-05-15 15:54:04 -07:00
Henrik Rydgard
727058fc27 Remove an entry from GPUStats that didn't really belong. 2016-04-02 11:06:05 +02:00
Henrik Rydgard
ad0da06f65 Forgot to remove these from the debug string. 2016-04-02 10:36:51 +02:00
Henrik Rydgard
5ef608fa50 GPU stats: Have each backend format its own string. 2016-03-31 10:17:02 +02:00
Henrik Rydgard
004c8b0fca Make debug stats more compact. 2016-03-31 09:47:25 +02:00
Unknown W. Brackets
3976e840a1 Fix some old savestates. 2016-03-20 23:03:48 -07:00
Henrik Rydgard
f7113bb2e3 Use separate pushbuffers for UBO/Index/Vertex. This will make decoding directly into the pushbuffers easier, plus other benefits later.
(For example, we'll often be able to avoid rebinding the vertex and
index buffers at new offsets by just keep counting upwards between draws,
if the vertex format is the same but other state changed)
2016-03-20 19:31:02 +01:00
Henrik Rydgard
e45c24b75f Show how much pushbuffer space is used each frame.
Optimizing this number (by avoiding redundant UBO uploads etc) will probably help performance.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
e11d0a7e1c Minor GPU interface cleanup 2016-01-06 23:49:02 +01:00
Unknown W. Brackets
18dbaac3c7 Fix savestate compat with older versions. 2016-01-02 18:50:59 -08:00
Unknown W. Brackets
abede77059 Clean up some logging in sceDisplay. 2015-12-30 17:37:14 -08:00
Unknown W. Brackets
9327749f16 Allow setting the display off.
Final Fantasy Tactics does this to avoid some brief flicker.
2015-12-30 17:29:20 -08:00
Unknown W. Brackets
f982e777e5 Stop logging alphatested draws for debug stats.
Measured a small perf hit here, and we're not really using these stats
much anymore.
2015-12-30 10:24:54 -08:00
Henrik Rydgard
72ae497350 Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP. 2015-09-06 12:42:15 +02:00
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