Commit Graph

223 Commits

Author SHA1 Message Date
Henrik Rydgard
94c91e199a Minor GPU interface change needed for a WIP backend 2016-01-06 23:53:21 +01:00
Henrik Rydgård
25d2f4da9c LLVM warning fixes 2015-10-14 22:18:43 +02:00
Henrik Rydgard
7f4e473e8c Add new shader viewing tool 2015-10-14 18:10:21 +02:00
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
b22850720d Move the CheckGPUFeatures call to the Resize check 2015-09-06 00:13:46 +02:00
Henrik Rydgard
f524049277 Move more GPU feature checks upfront. Re-check when exiting settings menu. 2015-09-05 21:23:58 +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
Unknown W. Brackets
6b26e1a591 Read pending vertex data before exiting gpu loop.
Fixes save pictures in Crimson Gem Saga.
2015-03-14 18:11:24 -07:00
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795088001c Avoid passing a GPUstate by value.
Only used by Qt GE debugger thing anyway.
2015-01-17 18:21:04 -08:00
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6d104edb5d Make sure not to leak any enabled vertex arrays.
When returning to EmuScreen, we need to reset any enabled vertex arrays or
we could crash in EmuScreen.  Also, when starting a frame / dirting the
shader, make sure also to toggle the vertex arrays.
2014-06-22 21:42:29 -07:00
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03f86f364f Skip debug stepping time in list/func time.
Just makes the debug stats actually useful while stepping.  A bit of
overengineering, but it makes it easy to go frame-by-frame looking for
perf issues.
2014-06-14 08:42:18 -07:00
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256e98b841 Add the common funcs to the direct exec calls. 2014-04-17 01:18:52 -07:00
Unknown W. Brackets
82df1b1fa8 Simplify UpdatePC() a bit more. 2014-04-05 12:04:10 -07:00
Unknown W. Brackets
a4327702f1 Reduce some includes under GPU/. 2014-03-29 16:51:38 -07:00
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0a880b09ad Allow fast bone mtx loads w/o software skinning. 2014-03-02 18:12:40 -08:00
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d35717f5a8 Also report the vertex decoder jit to verysleepy.
Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
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435115441d Reinitialize the GE on sceKernelLoadExec().
Mostly, reset the lists and draw completion, etc.

May be required for Capcom Classic Collection Reloaded to work.
2013-11-28 15:35:12 -08:00
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597b2fe597 Align the GPU so the tick count can be aligned.
It's atomic for free on 64 bit, but only if it's aligned.
2013-10-26 18:29:44 -07:00
Henrik Rydgard
a88ab80477 Only clear the shader cache when toggling "Disable alpha test" 2013-10-22 14:34:16 +02:00
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ff0e9cf32d Make it possible to flip flags in the ge debugger. 2013-10-06 22:17:56 -07:00
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3787471791 Add some initial methods to GPUDebugInterface. 2013-09-22 10:22:33 -07:00
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eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
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881cefbc83 A paused list will allow a context save.
Just not stall, drawing, etc.
2013-09-21 21:01:41 -07:00
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e7bd716c71 Allocate ge list ids using round robin.
Even if you enqueue and then dequeue 0, you don't get it again right away.
2013-09-21 15:03:29 -07:00
Unknown W. Brackets
863eb83e4c Add support for sceGeGetStack() for debugging. 2013-09-21 10:04:31 -07:00